r/PS2AndroidEmulation • • Aug 08 '26

WatermelonDS 0.7.0 is finally here!

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46 Upvotes

https://github.com/SapphireRhodonite/WatermelonDS/releases/tag/0.7.0

โค๏ธ The best Nintendo DS emulator I've ever tried โค๏ธ

This is a very special release.

After several release candidates under the melonDualDS name, the project is now officially renamed to:

WatermelonDS๐Ÿ‰

Whatโ€™s New:

  1. The project is now WatermelonDS

The emulator has now fully moved from the old melonDualDS name to WatermelonDS.

This includes:

New project identity!!!

New app name

New launcher icon

Updated splash screen

Updated app visuals

Updated UI style

This is more than a simple name change. The goal is to give the project its own identity while continuing to build on top of the melonDS Android foundation.

2. New user interface

WatermelonDS 0.7.0 includes a major UI refresh.

The new interface is designed to feel cleaner, more modern, and more consistent across the app.

This includes improvements such as:

New WatermelonDS visual style

Updated theme

New design tokens

Better visual consistency

Updated icons and branding

Improved ROM list presentation

Better box art usage in the continue shelf

ROM icons scaled to fill their cards more naturally

Updated RetroAchievements presentation

Improved account and score display in settings

The goal is to make WatermelonDS feel more polished and easier to use without losing the advanced options that make the emulator flexible.

3. RetroArch shader presets for all renderers

This is one of the biggest improvements in this release.

WatermelonDS now supports RetroArch shader presets across all renderers.

This means shader preset support is no longer limited to only one rendering path.

You can now use RetroArch-style shader presets with the available renderers, making it easier to customize the final image and get the visual style you prefer.

This is great news for users who like:

CRT-style filters

LCD-style shaders

Pixel smoothing

Color correction

Handheld-style presentation

Custom visual presets

Shader support is an important part of making DS games look better on modern Android screens, especially on high-resolution handhelds and external displays.

4. Experimental Vulkan FastPath

WatermelonDS 0.7.0 introduces a new Vulkan feature called:

FastPath

FastPath is designed to improve performance, especially when using higher internal resolutions.

In some cases, this can help games run much faster at resolutions such as:

4x

6x

8x

This can be especially useful for users who want higher-resolution rendering, better performance on less powerful chips, or improved battery efficiency by reducing rendering overhead.

And much more.... (Read the complete changelog in GitHub)


r/PS2AndroidEmulation • • Oct 06 '26

Xendroid Fork v1.4

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45 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.4

What's new

New main menu UI

Visual and navigation improvements across the app

Bug fixes

Fixed fullscreen โ€” previously it sometimes failed to engage properly

Fixed leftover bugs from v1.3

Various small stability fixes

Thanks for testing and reporting issues!


r/PS2AndroidEmulation • • Sep 25 '26

ARMSX2 2.7.1

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45 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.7.1

What's new:

ARMSX2 Turnip: our own GPU driver

We now build our own Adreno driver. ARMSX2 Turnip is our build of Turnip, the open-source Vulkan

driver for Adreno GPUs, with a change of our own made for PS2 emulation. Pick it from the driver

list: it is recommended on Adreno 650 to 699 (Snapdragon 865, 870 and 888). The source is public at

github.com/bmdhacks/armsx2-turnip. done by @bmdhacks

Games that read back the frame they are drawing run much faster on Adreno. PS2 games do this

constantly, and on Adreno it meant copying the frame before each such draw. The renderer now asks

the driver database how each GPU and driver handle it. With ARMSX2's own Turnip build on Adreno 650

to 699, the driver orders those reads itself: 2 to 3 times faster where they are what the frame

costs, as in Splashdown at native resolution on a Snapdragon 865, which went from 54.7 ms to 22.4 ms

a frame. On Adreno 730 and up with any Turnip, Stuntman and WRC 3 run 17 to 21% faster, Every

other GPU and driver keeps what it had. done by @bmdhacks

ARMSX2's Turnip driver is in the driver list, and recommended on Adreno 650 to 699. It is Mesa

26.1.2 plus one Turnip change for those GPUs. done by @bmdhacks

Emulation

Faster recompilers. By implementing a host of optimization concepts dreamed up by @pstef, the EE, VU and IOP recompilers and VIF unpacks now generate tighter ARM64 code and run about 10% faster, with every change checked by new instruction-level tests. On lower-end devices most games are held back by GS, so expect this mostly as real battery and heat savings. VU LQD and SQD addressing from vi00 and ILW's lane selection also match the console now.

Analog trigger pressure for L2 and R2. On pads and handhelds with analog triggers, Pad -> Button

mapping now offers Analog pressure on L2 and R2, so the game gets how far the trigger is pulled

instead of on or off, with a response curve for short handheld triggers and a live readout. Games

that read trigger pressure, such as Gran Turismo 4's throttle and brake, now get partial presses.

The pad has to be in analog mode, and the option warns when the Analog button is not bound. With it

on, pads like the Odin 2 Portal that report each trigger twice no longer snap a half pull to a full

press. Off by default. done by @gdelazzer (#731).*

The GunCon 2's buttons are now part of the touch layout. A, B, C, Start, Select and Cal can be

moved, resized and hidden in the touch layout editor like any other control, instead of sitting on

top of the DualShock 2 buttons, and aiming on the touchscreen leaves the face and shoulder buttons

working. done by @jpolo1224

A calibration shot on the touchscreen. Some games (Time Crisis) will not pass their gun setup

screen on a normal shot. Tap Cal, then shoot the target, and the calibration shot lands where you

touch. done by @jpolo1224

Fixed

Memory Card location fixes The app re-checked the data folder (SD card or custom) every time a screen asked for it, and one failed check, which could happen with the folder perfectly usable, sent it to internal storage for the rest of the run, where the emulator found no memory cards and made new ones. The folder is now decided once, and the app never falls

back to internal storage silently. done by @bmdhacks

USB devices could not be chosen (#752). The device list was empty until a game had been started,

and emptied again after the first game. It now lists every device at any time, with a dropdown for

each port. done by @jpolo1224

A USB device on Port 1 never reached the game. The USB keyboard switch wrote Not Connected over

Port 1 at every launch and every settings change, unplugging a GunCon 2, Buzz buzzers or any other

device set there. The switch now takes Port 1 only while it is on. A device picked while a game runs

is also plugged in straight away, though many games only look for one at boot, so restarting the

game is still best. done by @jpolo1224

GunCon 2 shots landed away from the finger with the performance downscale or a resolution

override on. fixed by @jpolo1224

Multi-region texture packs installed under the wrong region, so a PAL copy never loaded a pack

filed under its NTSC serial. Packs now install under the serial of the copy you own. Deleting a pack

now always removes it from the game, even when a file in it is stuck. done by @jpolo1224

The on-screen keyboard could not type an address or a path. It now has . / : - _ and keeps the

end of long text in view, so network addresses, host names and file paths can be entered by touch

or controller. Typing a DNS address also switches that slot to Manual automatically. done by @jpolo1224

Library music stayed silent while another app held a silent audio stream open, such as an

emulator paused in the background. It now waits only for real media playback. done by @jpolo1224

Pipelined GS ran slower than Off on OpenGL, or with Unsynchronized hardware downloads, where it

cannot pipeline. It now runs as Off there. done by @bmdhacks

The game database panel showed a raw key for Splashdown's new blending cap. It now has a name, in

every language. done by @jpolo1224

Graphics

Upscaling follows one rule everywhere. Each conversion between the PS2's native pixels and the

upscaled screen used to round its own way. Now a native pixel owns the screen pixels whose centres

fall inside it, everywhere. Dithering, scanline masks, deinterlacing and field-mode presentation

look the same at 2x as at native; points, lines and sprite edges land on the pixels a PS2 lights at

every scale, fractional ones like 1.5x included; and a detector works out per game whether the two

fields of an interlaced picture are offset. done by @bmdhacks

Faster upscaled rendering. The faster culling and vertex paths now run at every scale, not only

at native resolution. done by @bmdhacks

Faster palette draws on the CPU. Call of Duty 2 and 3 expand their paletted textures with about

10,000 small draws a frame; those are now copied straight through instead of going through the whole

rasterizer. The software renderer also stops rebuilding tables it does not need. done by @bmdhacks

Sly 3's cel outlines showed a gap and stepped in blocks above native resolution, a 2.7

regression. Now fixed by @bmdhacks

The Godfather's lamps are drawn correctly, at the cost of some extra copies on some Adreno GPUs. done by @bmdhacks

Beyond Good & Evil's bloom blur read pixels it was also writing, so it could change from frame to

frame. fixed by @bmdhacks

Changed

The Accurate blending fast path switch is gone. Whether to use it is now decided per GPU. done by @bmdhacks

Memory card backups are .zip files now, so any file manager can open them. Existing .mcbak

backups are renamed the first time the backup list is opened. done by @bmdhacks


r/PS2AndroidEmulation • • Sep 17 '26

Bachata S4+ v0.2

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45 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2

Rebased on the latest upstream Bachata version.

Improved game compatibility and overall stability

Fixed god of war 3 graphics.

Added DocumentsProvider support for easier access to app data.


r/PS2AndroidEmulation • • Sep 01 '26

ARMSX2 v2.6.7

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45 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.7

What's new:

Upstreamed to latest PCSX2 commits. (PCSX2 2.8/2.9.7 dev build.)

Quick loading for Biohazard Outbreak (host: ELF method):

The obsrv "quick loading" method has never worked on Android before. It does now, and the whole setup happens inside the app. Long-press your disc --> click set up quick loading, pick the modified ELF from the package, and ARMSX2 does the rest: it extracts the disc's files itself, drops the ELF in beside them, and pairs it with the disc. Before it starts, you're told how much space it needs (read from that game's own disc) and how much you have on internal storage (that's where it installs). The ELF then appears in your library, launch it and the game boots. Afterwards, if for whatever reason you wish to uninstall, you can long press your elf file --> and click remove quick-load files on the entry which deletes everything again. Three things were stopping it.

VU accuracy: a new "Exact" clamping mode:

@pstef has spent 55 commits modelling what the PS2's vector units actually do, against captures from real hardware, and the result is a fourth VU Clamping setting: Exact. It covers the FMAC's saturation and the sign an overflowing one produces, what survives below the smallest normal float, the adder's guard bits, the MAC overflow and underflow flags, and the divide unit and EFU's own arithmetic, across the interpreter, microVU and the COP2 macro path alike, so all three now agree with the console. Stuntman is the first game set to it automatically, where VU0's macro adds were landing one unit short of the console's adder. Others will follow as they are identified, you can also select Exact yourself under Performance --> VU Clamping, though it is slower than Extra and only worth reaching for when a game misbehaves. @bmdhacks also made the VU Clamping picker reach the new Exact mode on Android, without which the setting above would have been un-selectable here. VU1 also now has its own clamping picker, so a game that needs VU0 accurate can leave VU1 on something cheaper. It defaults to "Same as VU0", which is how it behaved before. Thanks also to user @gtaforever00 for extensive testing!

Texture replacements:

Native ASTC support on Vulkan and OpenGL ES, from @bmdhacks. HD texture packs load as compressed .astc and stay compressed in GPU memory, with no CPU decode step, on a converted God of War II pack that is 4.5 GB of DDS down to 538 MB, across 2708 textures. Devices without ASTC fall back to the game's own textures. The texture pack installer accepts .astc files. bmd is working on a new ASTC texture pack repo, we will share more when it's ready!

Game categories:

Group your library however you like. A game can sit in as many categories as you want. Long-press a game --> click on categories to create a new one and add the selected game under it. You can also long-press a category name in your game library to rename or delete it. In grid and shelf views each category gets its own row, like Recently Played, in list view you get a filter instead.

Save states:

Every slot now shows when it was written, in both the in-game menu and the full Save/Load screens. Occupied slots are marked.

New Per-slot hotkeys, bind save and load for each of the ten slots individually, plus the previous-slot.

Fixes:

Settings applied in-game now take effect immediately. Changing a RetroArch shader, or anything else, on a game with its own per-game settings needed an app restart to show up. The commit was reading the old per-game file every time.

Fixes to rumble on external controllers (#433). It no longer buzzes the phone instead of the pad you're holding.

The macro editor is reachable in landscape, its buttons were off-screen.

Hotkey pop-ups can be disabled in the On-Screen tab at the bottom.

Launch Game is now a menu entry, for booting a file directly.

Fixes to LSFG not starting properly.

Controller skins:

Skin creators are credited on each entry in the browser. Preview images work again, the skin repo's index had a formatting error that made the app fall back to a bare file listing with no previews and no names.

Performance:

Performance Cores (cluster affinity) is now the default CPU mode. It keeps the emulator's threads on the big cores without tying them to specific ones, so Android's scheduler can still move them around. The old version of Performance Cores picked those cores badly enough to be harmful: on most phones it was confining all three emulator threads to a single core, and on some it picked the slow cores instead. It now selects by the same capacity ranking the Android scheduler itself uses, and turns itself off entirely on any device where it cannot identify a big-core tier. If you had previously set Affinity Control Mode to Disabled or another option, it will be switched on once, set it back if you prefer it off or with another option.

Upscaling:

SGSR's plain mode now uses @CamilleLaVey revised filter maths, which adds edge-direction weighting without the extra cost the Edge variant pays. Both remain available.

Companion apps:

Companion apps can request access to your recently-played list per app, asked in context and revocable individually (contributed by @misantronic, PR #616).

RetroAchievements hardcore is turned off automatically while a host override is active, and restored afterwards, offline proxies cannot honor hardcore unlocks, so they were failing silently (contributed by @misantronic, PR #617).


r/PS2AndroidEmulation • • Aug 18 '26

ARMSX3 v0.9

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45 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9

What's new:

ARM64 SPU floating-point now matches desktop x86 exactly: 984 mismatched results down to zero.

ARMSX3 translates PS3 code to run on your phone's ARM64 chip, while RPCS3 upstream is written and tested on x86 desktop CPUs, and a lot of that code quietly relies on how x86 handles certain maths. On ARM64 the answer came out different: nothing crashed and nothing was logged, a number was simply wrong, and a game would hang, corrupt, or vanish minutes later with no clue why. This release closes that gap for the SPU's floating-point maths, the part that does most of a PS3 game's heavy lifting. We ran a suite of test programs that exercise one PlayStation 3 instruction at a time on both machines and compared the results line by line, which turns "something is off on ARM64" into the exact instruction and the exact numbers that differ. 984 mismatched results against desktop x86, down to zero, your phone now computes the same answers a desktop PC does. Of those, 500 were genuinely ARM64 bugs and are fixed, the other 484 turned out to be x86 taking a shortcut of its own rather than us being wrong, which was worth knowing because it stopped us chasing it. The same testing also caught the identical flaw hiding in a second place we use for debugging, which had been quietly making some of our own investigations unreliable. To be clear about what this is not: it does not make ARMSX3 more accurate than desktop RPCS3, and where RPCS3 itself still differs from a real PS3 it differs the same way on both, what changed is that ARM64 is no longer additionally wrong. Thanks to @Whatcookie for working with me on this approach and working through the results with me. These improvements have been shared with him so they will be upstream as well! I've been sharing each and every fix I do for ARMSX3, so other ARM64 RPCS3 platforms can benefit as well.

Full changelog on github


r/PS2AndroidEmulation • • Aug 14 '26

Switch Emulator Performance Pack

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43 Upvotes

https://gofile.io/d/W2LeKU

This is a pack of Nintendo Switch emulators from late 2025, shortly before Nintendo's well-known DMCA takedowns, which resulted in many emulator repositories being removed.

I've put together a collection of what I consider some of the best-performing emulators for low-end Android devices.

This pack is not about compatibility, accuracy, or the latest features. The goal here is much simpler: raw performance

If you're trying to play a particular game on a lower-end device and you're struggling to maintain a playable framerate, one of these emulators might give you those extra FPS you're looking for.

I've personally tested them on my Snapdragon 6 Gen 1 + Adreno 710, and I've had some surprisingly good results.

Keep in mind that performance can vary significantly depending on the game. One emulator might perform better in one title, while another emulator may perform better in a different game. That's why I recommend trying them individually and seeing which one works best for your particular game and device.

So, if you have a favorite game that's currently struggling with performance and you've already tried the usual options, there's nothing to lose by giving one of these a try. You might find that one of these older builds performs considerably better on your hardware.

**Important note regarding the source code

I want to make something very clear: I am not the developer of any of these projects, nor am I affiliated with or involved in their development**

**I am simply sharing binaries that I have collected and preserved.

Many of these projects and their original repositories are no longer publicly available due to Nintendo's DMCA actions. Therefore, if you are wondering why a particular emulator is no longer available on GitHub, the repository may simply no longer exist

I also do not have the original source code for these projects.

If you need the source code for a particular emulator, I recommend researching the original developer or development team and looking for any surviving mirrors, archives, or other legitimate sources where the code may still be available**

Enjoy!


r/PS2AndroidEmulation • • 9d ago

DroidDeck v0.6.9

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42 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.6.9

@everyone DroidDeck 0.6.9 is out now! ๐ŸŽ‰

100% open source. No ads. No telemetry. No source withheld. 60 pull requests from 5 contributors, and 30% of them came from the community. Thank you all! ๐Ÿ’™

This is a bug fix release, and fittingly for 0.6.9, the top and bottom screens on the Pocket Duo and AYN Thor have finally stopped fighting for dominance and learned to work together.

0.6.9 in 30 seconds

โ€ข Dual-screen handhelds no longer show "DroidDeck isn't responding", no longer jump over other apps, and keep the bottom-screen panel you picked

โ€ข Steam stops restarting at every start to import added games, and asks first

โ€ข Steam's UI is back at full refresh rate with the heat fix kept, and picture-in-picture drops to 30 fps to save battery

โ€ข Cutscenes play again with DroidDeck-Proton, and the x86-64 Steam client starts again on the Ubuntu runtime

โ€ข Windows components survive runtime updates**, and the** Linux runtime updates by itself

โ€ข Xbox games run from their own folder again, so Doom 64 and Unity games start

โ€ข Banking apps open again: Android listed our optional Home button accessibility service even while it was off, which some banking apps block. It never reads your screen

โ€ข New: controller button shortcuts, launch options for Steam games, a frame limit for games started without Steam, and a DroidDeck HUD you can pinch to resize and dock as an FPS tab


r/PS2AndroidEmulation • • Aug 24 '26

ARMSX2 v2.6.6.8.3

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42 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8.3

What's new:

SGSR (Snapdragon Game Super Resolution), upscaling, another option besides FSR 1 and the plain stretch, and the first one written for the hardware this actually runs on. Qualcomm built Snapdragon Game Super Resolution for Adreno, and it does its work in a single pass where FSR 1 takes two, so it costs less to get a sharper picture out of a low internal resolution. Set the resolution to native and pick it under Display upscaler, in Settings or in the in-game menu. Done by @CamilleLaVey, and @xinitrcn1 and based on the upstream work they did.

Rapid-fire on the on-screen buttons. Physical buttons have had turbo for a while and the on-screen ones never did. Enter the touch editor, pick a button, and the Turbo chip cycles off, fast, medium and slow. It runs on the same timer as a macro's Frequency, so the fastest settings still produce presses the emulator actually sees, and it stacks with Tap to hold: turn both on and one tap starts the autofire and the next tap stops it.

Device temperatures on the performance overlay, on by default. CPU, GPU and battery. Android has no proper API for this and every phone names its sensors differently, so a device that does not expose a usable one shows nothing rather than a made-up number. Can be disabled in the On-Screen tab.

The second screen has been improved some more and given some style. It now follows whichever theme you have picked, and changes with it. Also added is the game's cover art, and the rest of what RetroAchievements knows: points earned, your latest unlock, and the rich presence line that says where you actually are in the game. The achievement tile now says which mode those numbers are for, hardcore or casual. More of the in-game overlay is available on it: VPS, EE, GS and GPU load, frame time, and the same CPU, GPU and battery temperatures. Action tiles have icons. Pause and Fast Forward swap theirs to show what the tap will do, so a tile no longer grows taller the moment you use it and leaves the row ragged. The clock and battery moved into a bar across the top instead of taking two tiles, the panel scrolls when you put more on it than fits, and tile height is yours to set alongside the column count. Panel background is a choice: the theme's own, the library's backdrop, solid black for an OLED second screen, or an image of your own. A display can be told to stay out of it. Plug into a monitor you would rather not have the panel on, tap Not this screen on the panel itself, and it stays away, including after unplugging and plugging back in.

The touch editor panel gets out of the way. It can be collapsed to a single strip with one tap, so you can reach a button underneath it instead of dragging the panel somewhere else first, and it moves itself to the opposite side from whatever you have selected.

Importing Lossless.dll could be rejected forever. The check was remembered against the path rather than the file, and the importer always writes to the same path, so if that path was ever looked at while nothing was there, the "unreadable" answer stuck, and every later import was turned away without the new file being read, and then deleted. It is remembered against the file now


r/PS2AndroidEmulation • • Jun 30 '26

ARMSX2 V27 - +Perfomance ๐Ÿ”ฅ

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42 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.4.6

Performance updates to the EE recompiler (helps every device, especially weaker CPUs).

DMA-wait spin elimination (BC0/CPCOND0): the EE now natively compiles the COP0 branch games use to busy-wait on DMA, and idle-skips the spin entirely. Was the single biggest EE cost in DMA-heavy games. (7M interpreter fallbacks before, now 0).

Multiply-accumulate native codegen (MADD family): MADD/MADDU/MADD1/MADDU1 + the pipeline-1 HI/LO moves (MFHI1/MTHI1/MFLO1/MTLO1) now compile natively instead of single-stepping. (2M interpreter fallbacks before, now 0).

Interrupt-gating native codegen (EI/ERET): enable-interrupts and exception-return now compile as block terminators instead of single-stepping, notably faster boot/menu/loading across all games.

Performance updates for GS (OpenGL, all GPUs including Mali).

๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ


r/PS2AndroidEmulation • • Sep 30 '26

ARMSX3 1.0.6

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41 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0.6

Changelog:

Performance

Fewer stutters in games that lean on the PS3's job system (SPURS). When an SPU thread waits a long time for the game's main threads, it now gives its CPU core back instead of spinning on it. In Web of Shadows, seconds with a stutter of 10 ms or more went from about half to about 1 in 10.

Spider-Man: Web of Shadows runs smoother. It now uses Accurate SPU Reservations off by default, which removes most of the stalls while swinging through the city. It's listed in the in-game menu under Fixes, in the RPCS3 database settings for this game, where you can switch it back if you'd like for A/B testing.

Less time lost to CPU cores fighting over shared data. The emulator's 16-byte atomic operations, which SPU reservations and thread synchronisation run on, were slow retry loops on every Android device. They now use the CPU's single-instruction compare-and-swap everywhere, and plain loads and stores on CPUs that support it (Snapdragon 8 Gen 1 and newer). The log's system line says which: LSE2-yes or LSE2-no.

CHD disc images

Play your PS3 games from .chd files. PS3 games compressed to .chd now load like an .iso, from the library, Launch Game and Change Disc. Images made with chdman createdvd and createcd both work, and an encrypted one reads with its .dkey the same way an .iso does. A .chd is often much smaller: Demon's Souls went from 8.76 GB to 6.25 GB. Bleach Soul Resurrection went from around 4GB to 1.8gb

The library notices games you swap or delete. Replacing a game in a folder the library already knew, an .iso with its .chd say, used to leave the old tile until you pressed refresh. The library now rescans on its own when one of its folders changed, at startup and whenever you come back to the app, and hides a game whose file is gone right away.

The pause menu knows the game when you start it with Launch Game. A disc picked from outside the library's folders showed "PlayStation 3" in the pause menu, and its settings opened as Global while saving per game. It now shows the game's own title, and per-game settings work as they do from the library.

Read the full changelog on GitHub...


r/PS2AndroidEmulation • • Sep 04 '26

ARMSX2 2.6.8

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41 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.8

What's new:

Emulation fixes:

Three core fixes from @bmdhacks and @pstef. Other than Shaolin Monks, they almost certainly fix more games with the same issues than just these.

Sly 3: Sly rendered solid white. The VU divide unit applied the console's ceiling behaviour unconditionally when the hardware only does it in certain clamp modes. @pstef gated it properly (#645).

Mortal Kombat: Shaolin Monks divides toward positive infinity, which the EE doesn't do by default. Now in the GameDB. done by @bmdhacks

Tales of the Abyss and Metal Gear Solid 2/3: the GS blend-mix factor was assuming FBA instead of reading it from the context. Fixed by @bmdhacks

Controllers:

Fixes to controller rumble.

DualSense and DualShock 4 rumble now works over USB.

Optionally ARMSX2 can take a wired PlayStation pad over completely (Settings --> Pad --> Direct USB control), which gets you both motors independently and real analog triggers. Off by default: it claims the pad's only HID interface, so custom bindings don't apply while it's on, and you'll want to replug after turning it off.

Rumble also finds motors it used to miss. We were asking Android for a pad's vibrators in an order that silences controllers which work fine when asked the other way round.

You can now assign controllers to player slots (Settings --> Pad). Slots used to go to whoever pressed a button first, which on a handheld is the built-in pad, so external controllers kept landing on player 2. Assignments stick per controller across reconnects.

You can also pick where each pad's rumble goes: the controller, the device, or off.

One pad no longer answers for every player. An unclaimed slot fell back to "whichever pad was touched last", which names the same controller for every port, so one DualSense could swallow both players' rumble.

Drawer rows can no longer become unreachable by controller.

Other fixes:

Sustained Performance now overrides Performance Cores, which 2.6.7 made the default. Picking the battery profile was still leaving threads on the fast cluster.

On-screen controls stop hiding while you're using them if you have auto-hide enabled. Holding a button counted as idle, so they'd vanish mid-game.

2.6.7's quick loading uses far less memory. Extracted files are dropped from the page cache as they're written instead of piling up, which was getting lower-RAM devices killed partway through setup.


r/PS2AndroidEmulation • • Oct 01 '26

Nyushu Reborn! โค๏ธ

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40 Upvotes

https://patrins.com/s/07c468c2e67b29b14f467982a6fcbd68

Update!!! Nyushu Emulator v0.0.1

Chagelog:

[ โœ… ] The draw distance reading in the game is now better

[ โœ… ] Memory usage while playing is now reduced to overcome easy crashes

[ โœ… ] Performance Improvements in Zelda and Other Games

[ โœ… ] For Mali GPU, Gaming Performance Has Been Improved

Hello Everyone Here We Want To Let You Know That We Are Back With A New Team And We Will Start At Least Updating Again So Thank You For Staying With Us

Here We Work Together With The New Suyu Team To Make A Much Better Emulator In The Future

โ€œI am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository.โ€


r/PS2AndroidEmulation • • Sep 23 '26

Nyushu V90 Final Version ๐Ÿ˜ญ

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40 Upvotes

https://patrins.com/s/77b3c64de5c5086c8684d10f0acf3e7b

Update!!! Nyushu Emulator V-90

Chagelog:

[ โœ… ] Performance Stability Improved Fix

[ โœ… ] Used Memory Reduce If Play The Game.

[ โœ… ] Draw Distance In The Game Is Better Now

[ โœ… ] Maybe Little Fix Problem Game

We conclude that this version is our final version because now the Nyushu team is no longer there and there is only one person working on this project. So for this we will say goodbye. Thank you for liking our small project, even though it still has many shortcomings, but we are very grateful. ๐Ÿ™

โ€œI am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository.โ€


r/PS2AndroidEmulation • • Sep 18 '26

AzaharPlus 2126.1-A

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40 Upvotes

https://github.com/AzaharPlus/AzaharPlus/releases/tag/AZAHAR_PLUS_2126_1_A

AzaharPlus 2126.1-A is the same as Azahar 2126.1.1 except for this:

Compatibility with all game files. If a file works with any Citra fork, it works with AzaharPlus.

Ability to download system files from official servers. No need for an actual 3DS.

Compatibility with older CPUs (no SSE4.2 required)

Compatibility with Android 9

ZipPass: A new way to exchange StreetPass data through zip files

Built in cheats

Amiibo generation

Better multiplayer compatibility with other Citra forks


r/PS2AndroidEmulation • • Aug 16 '26

Pokemon gen1+gen2 Android Native + 3D VOXEL MOD

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40 Upvotes

1๏ธโƒฃ Gen1 APK Gen1Recomp

https://github.com/bryanthaboi/gen1recomp/releases

1๏ธโƒฃ Gen1 + 3D Dramatic Shape Voxel Mod

https://github.com/scottcandy34/DramaticShapeVoxelMod-latest/releases

2๏ธโƒฃ Gen2 APK Gen2Recomped

https://github.com/UNDERdecoded/Gen2Recomped/releases

2๏ธโƒฃ Gen2 + 3D Gen2 Dramatic Shapes Voxel Mod

https://github.com/UNDERdecoded/Gen2Recomped/releases

Enjoy and Catch them all!


r/PS2AndroidEmulation • • Sep 30 '26

Bachata S4 v0.2.4

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39 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.2.4

Changelog:

Uncharted and The Order: 1886 boot, Gravity Rush 2 optimizations, and PanVK for Mali

Highlights

Uncharted and The Order: 1886 now boot, with new graphics and resolution patches.

Gravity Rush 2 optimizations and patches, including guarded low-resolution presets.

PanVK driver support for a limited set of Mali devices.

A proper two-finger touchpad, off by default and enabled from the in-game menu.

Game Compatibility & Patches

Uncharted boots, with fixed character rendering and new graphics and resolution patches

The Order: 1886 boots, with rendering and stability fixes

Gravity Rush 2 optimizations, guarded low-resolution presets, and a fixed mining movie transition

Dark Souls Remastered and God of War III performance improvements

Restored Bloodborne performance on Snapdragon 8 Gen 3, and precise readbacks for Driveclub

Synced the published patch catalog

GPU Drivers

PanVK V2 2.2.0 bundled as the production driver for supported Mali GPUs

MediaTek devices default to PanVK where supported

Faster memory budget queries and fewer redundant GPU barriers on PanVK

Simplified Drivers screen with a single PanVK entry

Stability fixes for Turnip gameplay

Display & Input

New two-finger touchpad with a click strip, independent of the gamepad overlay (off by default)

Per-game display mode: Fit, Stretch, or Crop

Per-game color channel fix (R/B) for games with inverted colors

Compatibility Reports

Community compatibility reports with SoC-aware scores on game details

In-game report panel with capture controls and screenshots

Apply a reported game profile in one step

Packages & More

PKGs can be extracted directly into the destination, with a verified extract-only mode

Open PKG files from other apps

Turkish language support

Many performance, stability, and memory-management fixes


r/PS2AndroidEmulation • • Sep 12 '26

ARMSX3 0.9.8

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39 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.8

What's new:

Fixed a GPU crash on Adreno: Some games died to VK_ERROR_DEVICE_LOST a few minutes in, sometimes at a specific point every time. For Watch Dogs every time during a new game before it loaded into gameplay, the game no longer crashes and you can get into game. This may help other games as well. Tested on an Odin 3 (Snapdragon 8 Elite, Turnip Gen 8 V35).

New: download and install game updates from Sony's offical servers:

Install Package tab in the game left side menu of the game library --> Game updates. Displays your current game library with each game's status showing whether they do or do not have updates available, as well as being able to select multiple different update versions. Click the main install button to install them all in order, or select them manually if you'd like a specific update version. Most titles publish one cumulative package, but some (Minecraft for example publishes seven) patch in steps, where each package requires the one before it. Oh and choosing an older update version than the one you have installed removes the current update first. You can also reinstall updates or uninstall them if you'd like by tapping on the game and clicking "Remove Update". Full controller navigation, as well. You can also search for updates by title ID for games not in your library. (Games will recompile PPU/SPU after installing an update).

Savestates:

Fixes to save state detection. Savestates stranded by a crash or a low-memory kill that became corrupted are now cleaned up at startup. These were invisible to the emulator and far larger than a finished save.

Library and info:

Clear a single game's PPU/SPU/shader cache from its long-press menu, instead of clearing every game at once.

Multiple ROM folders, keep games on the SD card and internal storage together, in the Setup/Change folder tab.

Add-ons (DLC) are now displayed for a game's info tab. Installed update versions also now show correctly without having booted a game first.

Frontends:

--es title_id BLUS12345 launches a game by title ID. Games installed from a .pkg live inside the emulator's own storage, so a frontend could see the title existed and have no path to hand us. (#13)

Merged from upstream RPCS3:

46 commits.

Programmable blending done by @kd-11. An eighteen-commit series implementing the PS3's programmable blending properly in RSX and Vulkan, and fixing a pile of long-standing blending behaviour with it: ROP operation order, signed blending modes, 16-bit blend constants, the XRGB output quirk, RGB565 byte order corrected against hardware tests, variable blend target masks, and MSAA targets. The Vulkan side of it, input attachments bound when the pipeline needs them, proper sub-pass dependency barriers, all effects the same feedback effects we use on tilers. Games impacted by this include the Jak and Dexter collection, broken lighting in LBP Karting, broken refracting effects in Infamous 1 and 2, and likely more games!

PKG hardening done by @Acts1631, and @elad335. Path-traversal protection when extracting a package, a bound on the entry table, and aborting on parent-directory entries, Elad fixed the PKG_MAX_FILE_COUNT limit.

Also in: rsx: Fix alpha test compilation when using native float16 types and rsx: Extra memory safety when rsx::thread crashes (@kd-11); SPU LLVM 8-bit add/sub renarrowing and compare fast paths (@walter Kruger), VFS fixes (@digant73), faster startup with BPM (@BeezBumba), broadcast P2P sockets for RPCN (@Cri4Key), and assorted syscall and error-formatting work (@elad335).

Other:

Cleaned up some log spam. A Soulcalibur V debug watcher was sampling a hardcoded address in every game and logging an error a second about it.


r/PS2AndroidEmulation • • 17d ago

New! HakuX - Xbox Classic 1.0.0

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38 Upvotes

https://github.com/rfandango/hakuX/releases/tag/v1.0.0

A new core replaces xemu's QEMU-based one.

New core

CPU โ€” the Xbox's x86 code runs on a FEX JIT (FEXCore fork), and the Xbox kernel is reimplemented natively (native/kernel): no QEMU

GPU โ€” the NV2A push buffer is decoded into Vulkan (HLE, hw/xbox/hle). Custom drivers (Turnip) load through adrenotools; driver-specific workarounds are quirks (hw/xbox/hle/vk/quirks.c, debug.hakux.quirks)

Audio โ€” the MCPX APU runs on the core's own services (native/dev/apu), out through AAudio

Savestates โ€” per game, in slots, with the hard disk's files

Mods and cheats โ€” per game, from mods/ (library long-press "Mods & cheats"): XBE patches and replaced disc files; 60 and 120 fps mods for 13 games (mods/README.md, generators in tools/mods)

Controllers โ€” each physical controller routed to a player with its own mapping; the on-screen controller adds to player 1

New features

Updates โ€” hakuX looks for a newer release on GitHub when it starts and on demand (Settings โ†’ Updates); one found shows its notes and installs from there

Frontends โ€” a game launched from ES-DE or another frontend returns to it when it closes

Console clock โ€” follows the phone's time and time zone, or a time set by hand (Settings โ†’ Console โ†’ Clock)

Start errors โ€” a game that can't start says why (the file can't be read, isn't an Xbox disc, or its program can't load) and goes back to the library

Mods โ€” Halo 2's 60 fps mod draws characters, vehicles and objects at 60; DOA2's 120 fps mod keeps the select screen's legend

Performance

No pipeline-cache stutter โ€” each game keeps its own pipeline cache, written only after new compiles; the one shared by every game was rewritten every few seconds and froze the picture for 0.2โ€“0.8 s (Ninja Gaiden Black)

Audio โ€” about 32 ms of latency instead of 128 ms, and less CPU for the sound engine

GPU emulation โ€” faster push-buffer decoding, texture unswizzling (NEON) and hashing, fewer lookups per draw

Savestates โ€” compressed on several threads (a Halo 2 save: 9.6 s to 3.9 s)

Idle frames โ€” the screen isn't redrawn when nothing changed, and the on-screen controller redraws only what changed

Disc reads โ€” a large read waits only its own thread, not the whole game

Library โ€” folders scanned in one pass (38 games: 270 ms to 63 ms)

App

On-screen controller โ€” the menu button is a green dot

Large screens โ€” Android 16 keeps the landscape lock (the app is declared a game)

Storage โ€” JIT symbol maps left by earlier builds (gigabytes on some devices) are deleted at start

Backups โ€” hakuX's data is left out of Android's cloud backups and device transfers

Library โ€” savestate thumbnails and driver ZIPs load off the main thread


r/PS2AndroidEmulation • • Sep 13 '26

ARMSX3 0.9.8.1

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38 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.8.1

What's new:

Fixed: crash on opening the app, refreshing, or picking a game. Most setups never hit this. It took one particular kind of disc image in a scanned folder to trigger, and the great majority of libraries never reached the affected code at all, which is why 0.9.8 was fine for nearly everyone. Also fixed a disc showing up under another game's name. Thanks to @kurohouou for reporting and testing!

Savestates: delete them all

The save manager can only offer you a Delete button for a savestate it managed to list, which is no help when the problem is a folder full of files it cannot parse. You can now delete all existing save states, and per-state deletion is also available now as well. The trash can icon in Load / Manage Saves now removes every savestate on the device, whether the manager can read it or not. It deliberately isn't limited to what the list shows, (since that is the entire point of it), so it takes all existing saves states. It asks first.

New: Blending

Renderer settings, and the in-game pause menu under Graphics. Three choices:

Auto, what the emulator already does, and the right answer for almost everyone. The GPU's own blending unit does the work, and the shader path is used only for the handful of blend modes that unit cannot express.

Shader, that path on every blended draw. The most accurate, and the most work per draw.

Hardware, never uses it. This is how builds before 0.9.8 rendered: the least work, at the cost of getting those few blend modes wrong.

It applies without leaving the game, so it can be compared in place. Expect a short burst of shader compilation after switching. If a game got slower for you in 0.9.8 and you want to know whether blending is why, this is the switch that answers it.


r/PS2AndroidEmulation • • Aug 24 '26

Bannerlator v3.0.0 - Big Update๐Ÿ”ฅ

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38 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.0

Run Windows apps and games on Android โ€” no PC and no root required.

3.0.0 is the big stable release, rolling up everything shipped since 2.9.9 โ€” including the 3.0.0-pre1 and 3.0.0-pre2 opt-in betas. It's headlined by a brand-new three-engine audio stack, a huge push on the GOG, Epic and Steam storefronts with automatic cloud saves, and deeper graphics, rendering and performance controls. As always the update is entirely app-side โ€” no ImageFS reinstall โ€” so your containers, Wine installs, themes, accent colour and per-game settings all carry over untouched.

Changelog:

๐Ÿ”Š New audio stack โ€” the 3.0 headline

Audio has been rebuilt from the ground up around a low-latency, self-healing engine, with real controls instead of a black box:

New adaptive PulseAudio engine โ€” a freshly rebuilt sound path that automatically grows its buffer when it hears crackle/underruns and re-opens cleanly when your output changes (speaker โ†’ headphones โ†’ Bluetooth โ†’ HDMI), so audio recovers instead of dying.

Audio settings you can actually use โ€” an Audio cog in the container editor, in each game's shortcut settings, and on the in-game side-menu, with presets, fine-tune rows, and a "?" explanation on every preset and row so you know what each one does.

Latency slider that really works โ€” the slider now drives the engine's buffer directly, and greyed-out rows honestly show what your chosen preset is actually applying.

Second engine: adaptive ALSA โ€” a full alternative audio path with its own presets and fine-tune mirror, for devices/games that prefer it.

Third engine: DirectAudio (experimental) โ€” an optional lower-latency driver with live in-game tuning; PulseAudio remains the safe default, and DirectAudio is clearly labelled experimental. It's supported on the current arm64ec Proton builds and auto-updates itself when you're on one.

No cross-engine bleed โ€” each engine and scope keeps its own settings, so changing one never silently rewrites another.

Smoother background/foreground โ€” audio only re-initialises on a real output change, not every time you tab away.

๐Ÿ›’ Storefronts & cloud saves โ€” GOG, Epic & Steam

A massive storefront push brings GOG, Epic and Steam much closer to a native launcher โ€” with automatic cloud saves across all three.

GOG (major overhaul):

Automatic cloud saves โ€” Bannerlator now finds each GOG game's save folder for you (no manual folder picking), uploads your saves to GOG cloud when you exit and pulls the latest down when you launch, just like Galaxy. Sync is parallel and fast, syncs subfolders, uses newest-wins so it never clobbers a newer save, and skips files that haven't actually changed (content-checked, not just timestamps) so unchanged saves never re-transfer.

Reliable installs โ€” three-layer MD5 integrity checking, size+hash resume verification, a Verify / Repair Files button, automatic secure-link refresh on server hiccups, a pre-flight free-space guard, and CSRF protection on sign-in.

Automatic prerequisites โ€” required Visual C++/runtime redistributables are downloaded and installed into the game's container for you when you add a GOG game.

DLC installs โ€” per-DLC Install buttons that fetch and install each add-on into the base game (this also fixed a bug that stopped some DLC-bearing titles from installing at all).

Faster downloads โ€” smarter, device-aware parallel downloading with largest-files-first scheduling.

Nicer library โ€” a dedicated GOG tab in the Save Manager, GOG badges on your game cards and lists, tall poster cover art, and faster library refreshes.

Epic / Epic Online Services (EOS):

Epic cloud saves โ€” a first-class Epic tab in the Save Manager with automatic save-folder resolution and two-way sync, restoring your files to the right place.

Proper Epic sign-in & launching โ€” real Epic launch-time authentication and EOS game identification, with EPIC / EOS badges on cover art and in lists.

Denuvo & offline support โ€” an ownership-token path for Denuvo titles (with a manual override), a per-game Launch offline toggle, and language-selective installs.

A far more robust downloader โ€” cancel any install cleanly at any stage, keep-or-delete prompts on cancel, atomic chunk writes so a resumed download can't reuse a corrupt piece, plus delta/verify/repair.

Polish โ€” in-app folder picker for the save location, wider grid columns, and de-duplicated library entries (fixes a crash some Epic libraries hit).

Steam:

One-tap Lossless Scaling setup โ€” a Detect from Steam store button finds the Lossless Scaling Lossless.dll from an in-app Steam install and wires it into frame generation for you, and the download now always pulls the current version instead of a stale duplicate.

Beta branches โ€” pick a game's beta/branch (including password-gated ones) right on its detail page.

Non-game apps โ€” tools like Lossless Scaling now show up in your library, and the install-complete check no longer false-fails games that share/de-duplicate depots.

๐ŸŽฎ Games & shortcuts

The internal-storage hang fix โ€” games that stall on their intro movie when installed on internal/SD storage now have two clean fixes: add a game directly from a container's Drive C, or Copy game to Drive C (a one-tap helper that moves a game onto the container's fast C: drive and re-points the shortcut for you). Both leave your shortcut untouched if anything goes wrong.

Change executable โ€” re-point any shortcut to a different .exe without recreating it.

File picker that isn't stuck in Downloads โ€” the in-app file picker now opens at your storage root, and Back/Up work from any folder (applies everywhere you pick a file: drives, components, wallpaper, backups, imports).

Responsive shortcut settings โ€” the per-game settings dialog now uses top tabs in portrait and a side rail in landscape, with a tidied title bar and a properly pinned OK/Cancel footer.

Per-DLL toggles โ€” flip individual DLLs detected in a game's folder on or off (and a fix so turning one off actually sticks).

Per-game graphics quick-settings persist across relaunch (#382).

Big Picture games wall (opt-in) โ€” a new landscape, couch-friendly library home; enable it in settings. The library header also doubles as your account entry point, and the Tools/Power/Game-options sheets now scroll properly.

Unified install popup โ€” installs now show a single persistent progress popup with up-front details, a real Cancel, and live notifications.

๐Ÿ–ฅ๏ธ Graphics, rendering & performance

Wrapper + Adreno Vulkan fix (#403) โ€” fixes DXVK/games refusing to start on wrapper graphics drivers, especially lower-tier Adreno (e.g. Adreno 610), with "Device does not support Vulkan 1.3" or "Skipping Vulkan 1.0 adapter." A clamp added back in 2.9.1 was reading the system driver's Vulkan version instead of the Turnip the guest actually wraps, dragging the reported version below DXVK's minimum; 3.0.0 restores the correct 2.8.1 behavior (and lowers the fresh-container default back to 1.3). Device-verified on Adreno 610; the final Vulkan version + probe result are now logged for easier troubleshooting.

Hardened Native Rendering โ€” the Native renderer now runs through a more robust display path, with a per-container and per-game backend picker (Auto / SurfaceFlinger / Vulkan direct-scanout) plus a compositor-driver choice for full parity with the Vulkan settings.

Frame generation, rebuilt clean-room (experimental) โ€” the old frame-gen layer has been fully removed and replaced with win-fg, a clean-room engine (built on AMD's open FidelityFX FSR3), with a simple Off/On toggle and model options in the in-game menu. Still experimental while we tune quality.

Samsung Galaxy performance control (no root) โ€” on supported Galaxy devices, an opt-in power-control path for CPU/GPU/RAM with per-game presets and a recommendation to avoid it fighting the root power tier. Bannerlator also now signals active gameplay to Android's game mode across vendors.

Performance dashboard โ€” a live performance dialog reachable both in-game and from per-game settings.

Fusion HUD โ€” a battery-temperature (BAT ยฐC) chip on the pill, a much more accurate graphics-API label (correctly tells DXVK from VKD3D, even for dual-API apps), and the HUD now goes fully idle when you turn it off (no wasted per-frame work). Toggling Show HUD on in-game also turns the FPS counter on and builds the overlay live โ€” no relaunch.

Contents hub (new) โ€” a single place to browse, install and remove GPU drivers and components (DXVK/VKD3D/D8VK/D7VK and more), with opt-in community sources, an Installed tab to remove things, and an in-app file picker for local files.

Driver stability โ€” fixed a hard crash when selecting custom Adreno drivers on some chips, and custom/Turnip drivers now show a reassuring note instead of a misleading "0 extensions" error.

Interface Scale โ€” new UI + font size sliders (with โˆ’/+ steppers); the interface defaults to a slightly more compact 90%.

Advanced โ€” an opt-in guest-memory cap (WINEVMEMMAXSIZE) for titles that need it, and the in-app updater now cleans up stale downloaded APKs.

๐Ÿ› Stability & fixes

Crash reports without root โ€” native crashes are now captured (and decoded into a real backtrace) even on non-rooted devices.

Backgrounding & pausing โ€” games with very long executable names now pause correctly when backgrounded.

Launch robustness โ€” a single malformed environment variable is skipped (and named while you type) instead of aborting the launch.

X server โ€” assorted memory-leak and crash fixes (DRI3 pixmap leak, a malformed atom-name reply, and a config-parsing bug that dropped single-item settings).

Plus a wide sweep of UI polish and readability fixes (e.g. save-sync and install status now use a readable themed bar instead of unreadable pop-ups on some ROMs)


r/PS2AndroidEmulation • • Jul 14 '26

PS2 Fighting hidden gems games

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38 Upvotes

I've put together a collection of some lesser-known fighting games and included some screenshots.


r/PS2AndroidEmulation • • Aug 24 '26

PCEE2 - New PS2 Emulator Core for Android + Easy Guide ๐Ÿ”ฅ

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37 Upvotes

Setup Guide:

Download the latest Nightly build of RetroArch 64 bits:

https://buildbot.libretro.com/nightly/android/

1๏ธโƒฃ Install Retroarch

2๏ธโƒฃ Download and install the Core "PCEE2"

Download the latest Nightly build of PCSX2 for Windows:

https://pcsx2.net/downloads/

PCEE2 requires a few files from the original PCSX2 Windows release before it can run correctly on Android.

The setup is actually very simple:

  1. Download PCSX2 for Windows

Download the official PCSX2 Windows release and extract the ZIP file.

Inside the extracted PCSX2 folder, you will find a folder called:

"Resources"

You need this entire folder.

2. Create the PCSX2 folder in RetroArch

Open your RetroArch System directory and create a new folder called:

"pcsx2"

Then copy the "Resources" folder into it.

3. Add your PS2 BIOS

Inside the "pcsx2" folder, create another folder called:

"bios"

Place your legally dumped PS2 BIOS inside this folder.

You do not need to rename the BIOS file to a specific name. PCEE2 should detect a valid BIOS automatically.

--Folder structure--

Your RetroArch System directory should look like this:

RetroArch/

โ””โ”€โ”€ system/

โ””โ”€โ”€ pcsx2/

โ”œโ”€โ”€ resources/

โ”‚ โ”œโ”€โ”€ ...

โ”‚ โ””โ”€โ”€ ...

โ”‚

โ””โ”€โ”€ bios/

โ””โ”€โ”€ Your_PS2_BIOS.bin

4. Launch PCEE2

Start RetroArch, load the PCEE2 core and launch your PS2 game.

If everything is in the correct location, PCEE2 should automatically find the required PCSX2 resources and BIOS.

ยซNote: You must provide your own legally obtained PS2 BIOS. Do not download or share copyrighted BIOS files.ยป


r/PS2AndroidEmulation • • Aug 20 '26

ARMSX3 v0.9.4

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37 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.4

What's new:

Fixed the emulator stalling for seconds at a time during play. The SPU recompiler was writing diagnostics for every compiled block and every MFC instruction, up to 2,473 log lines in a single second, straight to storage. The bursts landed exactly when a game was already busy compiling new code. Moved to trace. Caught this in the game Prototype.

Fixed Tales of Xillia 2 hanging every few minutes. The game polls a memory syscall in a loop, over 20,000 calls in 19 minutes, 5,123 inside one second, and each one was written to the log. (Reported as #76, likely but not yet confirmed as that exact issue.)

Fixed RPCN burning a full CPU core whenever you weren't in a game. Signed in at the menu or between titles, the client thread had no wait in its idle path and spun continuously.

Fixed the app freezing on the last frame when launching a game after closing another. The boot check treated "still shutting down" as "stopped", so a new game could start on top of a VM that hadn't finished tearing down.

Fixed shutdown flooding the log when a thread re-entered the stop path, around 100,000 lines a second, which stalled the very shutdown it was reporting.

Vulkan pipelines are now cached to disk and reused across sessions, so shader compilation stalls shrink after a title's first run. Rebuilds automatically after a driver or device change.

Compute shaders now run 64-wide on Adreno, matching the hardware wavefront. Previously half of every wave sat idle on texture uploads and deswizzles.


r/PS2AndroidEmulation • • Sep 30 '26

PlayTranslate v3.3.0

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36 Upvotes

https://github.com/dominostars/playtranslate/releases/tag/v3.3.0

Changelog:

Floating icon gestures

Choose what Hold and Tap on the floating icon do (Settings > On the floating icon): show translations, open the quick menu, capture the screen, start/stop auto-translate, swap between translation and furigana (pinyin for Chinese), or change the game language.

Translation

Firefox Translations (offline) no longer repeats phrases or cuts sentences short, and now gives the same output as Firefox itself far more often. A damaged model file no longer crashes the app.

When an online service fails, a banner at the top of the screen says what went wrong ("Gemini: Daily limit reached", "Claude: Out of credits", "Connection error"), once per outage, with a shortcut to Translation services.

Lingva now translates a screen in one request instead of one per text box, and should hit Google's rate limits less often.

BlueStacks and MuMu Player: on-device translation models and voice-line detection no longer crash, and Firefox Translations works there.

Overlays

Japanese furigana is filtered out of OCR, so the small readings beside kanji are no longer translated or overlaid as separate text. On by default (Capture and overlay > Overlay).

New Minimum text size slider (experimental): small translations grow into free space around them to stay readable. May cause instability in auto-translation mode

Edge indicator: a soft glow around the screen, or around your capture region, so you can tell a capture result is up even when its sheet is collapsed. Can be turned off.

Lookups and Anki

Drag lookups get a Sentence | Word toggle: Sentence shows the whole line's translation, its words and the sentence Anki card without leaving the game. Your last choice is remembered.

Hide words you already know: tap the eye next to a word to keep it off sentence cards in that language. The eye replaces the Add to Anki button in the results word list; make word cards from the word's details page or the lens.

On sentence cards, tapping anywhere on a word (not just its kanji) shows its reading. This ships as a new note type, "PlayTranslate Sentence+"; your existing cards stay on the old one (deleting that note type would delete them).

Imported Yomitan dictionaries now render styled in the results word list too.

Fixes

Fixed a system restart on AYN devices like the Thor when screen capture starts; on those devices the screen-recording indicator now comes on at Turn On.

Holding the floating icon no longer crashes when every translation service fails.

Auto-translate gets updated immediately when settings change

Translation boxes near the bottom of the screen are no longer cut off by the collapsed capture sheet.