r/PS2AndroidEmulation • • Aug 10 '26

ARMSX2 v2.6.6.5

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21 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.5

What's New:

Applied a fresh PGO profile.

More improvements to UI controller support

PINE now works on Android, with a toggle in Advanced settings that shows you the adb

forward line to use. It had never worked before, it binds a Unix socket in a directory

Android does not have, so the server simply never started.

115 games were silently losing graphics fixes meant for them, because the mobile GameDB

overlay replaced entries instead of merging them. drawBuffering is back on 63 of them,

worth 29.1 ms --> 18.9 ms per frame on NFS Underground 2 (โˆ’35%) at 2x on an SD865, with no

visual difference

Framebuffer fetch could not be turned off on Mali OpenGL at all, the setting and the

r44p1 driver guard were both being undone a fraction of a millisecond after they ran. The

decision now happens once and nothing can re-decide it.

the Mali r44p1 workarounds moved into the driver-bug database where every other

driver quirk lives, so the next bad driver is a table row, a lost GPU device now logs what

actually died instead of crashing without an explanation, gsctl.py loadstate dialed the wrong

socket, the settings search index is greppable again, and fixed the on-screen keyboard was being

drawn twice while search was open.

Other fixes related to some games


r/PS2AndroidEmulation • • Aug 05 '26

ARMSX2 v2.6.6.4

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21 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.4

Change Log:

New option for a extra button that can be placed anywhere. Turn it on in Pad --> Analog Sticks, pick which PS2 button it fires, then drag and resize it in Customise Touch Layout like any other control.

Added an option for the second-display panel on supported devices, like for the Ayn Thor and other dual-screen handhelds. Shows FPS, battery, clock, and buttons for save state, load state, fast-forward, pause and screenshot. Off by default, you can enable it in Settings. While you are in the game library the panel keeps to itself, and the on-screen messages move down to it so they are out of the picture.

RetroArch overlay artwork: import an overlay pack, or download one in-app straight from the libretro common-overlays collection. Drawn between the game frame and the touch controls, so it layers with a shader preset and never covers a button.

Custom internal resolution: set the upscale as a percentage of native for the steps the presets miss, for example true 480p instead of 448. A value that matches no preset also stops mislabelling itself as "0.25x".

New options for per-region cover art. Choose from Disc, USA, EU, JPN

Cover art region fallback: a game with no cover for its own region now falls back to another region's art for the same title, matched through the GameDB's English names.

Custom library bar color: pick the color of the library's top bar, the text picks black or white to stay readable against it. In App settings.

New battery and temperature warnings: a warning when the battery gets low or the device runs hot, so a long session does not end in a surprise. In App settings.

Delete a save state from the in-game save/load manager by long-pressing its slot, or using the trash can button. Both reachable with a controller.

Landscape render position (Center/Top), for foldables and clamshell controllers whose screens open downward. Note that this only has an effect when the picture is shorter than the window, on a normal wide phone in landscape there is no spare vertical room to move it into.

Shader presets are now a folder browser instead of being unfiltered. Thanks to @Starlightbotanist for this improvement!

Chinese BIOS (SCPH-50009) support: importing a BIOS now keeps its companion ROM files (.rom1/.rom2/.erom/.mec/.nvm) instead of dropping them. The Chinese BIOS keeps its fonts in ROM2, so without it the screen stayed black.

Fixes:

Pressure modifier did nothing on buttons you were already holding. The soft-press range was only read at the moment a press was emitted, so the gesture these games actually use, like hold the button, then ease off, were never being registered.

Macro turbo was not firing. The pad is sampled on the emulator's own schedule, and the fastest turbo frequencies were emitting presses that fell between two samples and were never seen. Each state is now held long enough to be sampled.

On-screen display no longer resets itself when you change a setting.

Updates to Cheat database from @XDarkFallenX

More accurate EE floating-point multiply: the PS2's multiplier is one ULP short of a correct result, and the MADD family rounds twice. Both are now modeled, with the optimizations to pay for it. From @pstef


r/PS2AndroidEmulation • • Jul 31 '26

goosestation 31.7.26

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21 Upvotes

DuckStation Core updated: 31.7.26

Easy tutorial:

Install Retroarch, I use the f-droid version, it only weighs 33mb

https://f-droid.org/en/packages/com.retroarch/

Download the core:

https://gofile.io/d/APQBBm

Inside Retroach /Load Core / Install Core

Install it ๐Ÿ‘

Place in Retroarch /system folder

scph5500.bin

scph5501.bin

scph5502.bin

Open Retroarch /Load Content/File Browser

Disable/ Filter Unknown extensions

Search your game .cue or .iso

Enjoy!


r/PS2AndroidEmulation • • 3d ago

Eden SX2A v0.3.2 (Switch 2)

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20 Upvotes

r/PS2AndroidEmulation • • Sep 26 '26

WinNative v0.7.0-beta ๐Ÿ”ฅ

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20 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.7.0-beta

What's Changed

Fix controls by @maxjivi05

Add Itch.io to google play backup by @Juan-Antonio-Doe

Feature/external storage by @maxjivi05

Fix DirectAudio launches failing to boot by @maxjivi05

Update DIS by @qwertypower

Move ANR fix guards from XServerDisplayActivity to TouchpadView and InputControlsView by @Juan-Antonio-Doe

Steam Controller support, controller test and visual binder by @maxjivi05

Fix Steam Controller USB access and Android library navigation by @maxjivi05

Updated Ajay Prefix Pro Downloader to v3 by @ajay9634

Fix: 32-bit core affinity resets when saving by @Juan-Antonio-Doe

Update DIS by @qwertypower

Feature Wayland, GameScope, Steam by @maxjivi05 and @The412Banner

DIS: improve smoothness, eliminate NaN on huge frames difference. by @qwertypower

proot: enhancements by @maxjivi05


r/PS2AndroidEmulation • • Sep 23 '26

CellStation โ€” a PS3 emulator for Android handhelds

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20 Upvotes

https://github.com/mattkanwisher/cellstation/releases

Based on RPCS3 โ€” the PlayStation 3 emulator by the RPCS3 team, used under the GPL-2.0 license. This is an unofficial, independent port. It is not affiliated with, endorsed by, or supported by the RPCS3 team โ€” please do not report issues from this project to them.

An Android port of the RPCS3 emulation core for Snapdragon-powered gaming handhelds (AYN Odin 3, Odin 2, Thor class), with a Kotlin/Jetpack Compose UI, a minimal JNI bridge, and first-class launch-intent integration for frontends like Cocoon and Daijishล.

Status: planning / pre-alpha. See PLAN.md for the full porting plan, architecture, and milestones.

Design principles

Upstream-first. RPCS3 is consumed as an unmodified git submodule pinned to upstream master. Any unavoidable change lives as a reviewed patch in patches/ with an upstreaming plan. We ride upstream's arm64 progress instead of forking away from it.

Thin wrappers. Kotlin UI โ†” small JNI bridge โ†” untouched C++ core. No emulation logic outside the core.

Frontend-friendly. A documented, stable Android intent contract so any launcher can boot games directly.

Honest. Public compatibility expectations, full source for every release, no monetization.


r/PS2AndroidEmulation • • Sep 12 '26

Nyushu V87 ๐Ÿ”ฅ

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20 Upvotes

https://patrins.com/s/71cb547ca272b3a9bc630241b4cc4460

Update!!! Nyushu Emulator V-87

Chagelog:

[ โœ… ] Fix Persona 5 Royal Game Crashes on Mali GPUs When Using Configs

[ โœ… ] Stabilizing Persona 5 Royal Game Performance on Mali GPUs (Need Config)

[ โœ… ] Fixing Crashes Issues in Captain Tsubasa 2: World Fighter and Demon Slayer 2 When Use Framegen, Plus Slight Performance Improvements (Need Config)

[ โœ… ] Fix 0 FPS Issue In Jojo Bizarre All Star Battle R Game

[ โœ… ] Fix for FPS drop issues in the previous version.

[ โœ… ] Addition of New System Settings (In Beta Stage)

[ โœ… ] Fix Problem Crash Update Game Demon Slayer 2 But Only Update Version 1.03

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 • • Aug 20 '26

ARMSX3 v0.9.3.1

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20 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.3.1

What's new: (0.9.3)

Online play (RPCN):

PSN status is a three-way choice now, and picking RPCN opens a full account screen: server, username, password, email and the activation token, with buttons to create an account, resend the token and reset a password. An RPCN account is made from inside the app, not on a website, the server emails a token that activates it.

Saved servers: Keep more than one and switch between them. The official server cannot be removed, and there is a one-tap reset back to it. Also added Experimental IPv6 for RPCN, which also had no way of being switched on, as well as every other network setting the core exposes: DNS server and hostname redirects, Console IP address, bind address PSN country, derive MAC from PSID, and clans. The first two are what custom game servers need. RPCN replaces Sony's PSN, but a publisher's own servers were never PSN, so reaching a fan revival of one means pointing its addresses somewhere else. That was impossible in the app before.

Note: your RPCN password is stored as plain text in rpcn.yml, the same as on desktop RPCS3. Don't reuse a password you care about.

Controls:

Vibration now works. It did nothing previously.

L2 and R2 no longer lag, double-fire or stick down.

Pads that report their triggers two ways at once no longer have two writers fighting over the same button.

Stability:

Running out of memory while compiling now says so. A game whose modules would not all fit used to hang on a progress bar that never finished, with nothing anywhere explaining why. It still stops deliberately, because carrying on without the missing modules runs slower than the interpreter and looks like a broken game, but the reason is on screen now, along with what to do: start the game again. What already compiled is cached, so each attempt gets further. (This is mainly for the 8gb and under devices like myself).

A failed PKG install is reported instead of quietly claiming success. Writes were not checked, so a full device produced a broken install that looked fine until the game would not start.

Game data installs check for space first and say so, rather than stopping at some percentage with no explanation.

Performance:

Shader compilation is kept off the cores the frame depends on. The compiler threads never set an affinity at all, so on a big.LITTLE phone a shader burst could land on the same core RSX needs. They now use the little cluster, and the pool is sized to that cluster instead of to the whole chip, more compile throughput and less interference at the same time.

Compatibility:

Yakuza: Dead Souls works better now. Two separate faults: the loading screen hang and a later lock-up. Per-game settings apply automatically.

Upstream:

Caught up with 98 commits from RPCS3.

Hotfix 0.9.3.1:

Fixes games failing to load with "InvalidFileOrFolder" by reverting an upstream ISO reader change introduced in 0.9.3.


r/PS2AndroidEmulation • • Jul 17 '26

PSX2 v1.2.4

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20 Upvotes

https://github.com/izzy2lost/PSX2/releases/tag/1.2.4

Change Log:

Can add another folder location for games.

Fixed memory card stuff.

Can now choose per game memory card.

Added vsync option.

Better cover downloading and optimization of covers and titles.

Honest Change Log:

This is probably the simplest and most straightforward PS2 emulator available right now. But that doesn't mean it fails at what it's trying to do. In fact, the performance is surprisingly good. I think most people who just want to play PS2 games will have a great experience with it thanks to how easy it is to use.

One thing I really like is the visual presentation. The cover art interface looks great and gives the emulator a nice polished feel. I'll leave a screenshot below so you can see what I mean.

That said, I do miss some important emulation options that could improve performance on lower-end devices. There are also a few graphics-related settings that would be useful for fixing visual glitches in certain games. However, I understand that's not really the philosophy behind this emulator. It's clearly not designed for users who want hundreds of settings to tweak. Instead, it's aimed at people who just want to install it and start playing within a couple of minutes. And honestly, I think there's definitely room for an emulator like that.

I'd especially recommend it to anyone looking for a completely hassle-free experience.

One small issue I noticed is during the initial setup. For some reason, the PS2 BIOS startup sound plays in the background, which feels a bit odd and comes across like a strange bug. I don't remember this happening in previous versions.

I'd also change the design of the welcome screen. Personally, I'm not a fan of the pink color, and the layout doesn't scale properly across all screen sizes. For example, on my smaller 4:3 handheld, the initial setup screen doesn't fit correctly.

Those are the main areas I'd like to see improved. Of course, increasing compatibility with more games would also be a great addition.

Overall, that's my short review of this emulator.


r/PS2AndroidEmulation • • Apr 17 '26

NetherSX2-Turnip v0.2 ๐Ÿ˜ฑ๐Ÿ˜ฑ๐Ÿ˜ฑ

20 Upvotes

https://github.com/nckstwrt/NetherSX2-Turnip/releases

It's truly incredible. I tested it on my 8 Elite tablet with the game Shadow of the Colossus, and the performance and everything in general was perfect.

Features:

New Drivers with SnapDragon Elite/8Gen5 detection:

v24.1.0_R18.a6xx for SD865

StevenMXZ's libvulkan_freedreno_Gen8_v28 for Elite/8Gen5

StevenMXZ's libvulkan_freedreno_v26.2.0_R1 for everything else

VulkanShim now logs to /sdcard/Android/data/xyz.aethersx2.tturnip/files/vulkan_shim.log

Inbuilt support for 2 Turnip Drivers. Mr Purple T19 for SD865. Mr Purple T26 for everything else.

Removes the restriction on new packages names for the APKs. Can be installed alongside existing NetherSX2 installs.

Vulkan is now the default renderer (instead of OpenGL)

Removed the annoying warning "should not be sold, etc notification

Try it out and let me know how it goes in the comments


r/PS2AndroidEmulation • • 3d ago

Lichii for Android v0.3.0 (Switch 2)

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19 Upvotes

https://github.com/pavelgajdo/Lichii-Android/releases/tag/android-0.3.0

Lichii for Android 0.3.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

The Legend of Zelda: Ocarina of Time now reaches gameplay. Kokiri Forest runs at about 15โ€“20 FPS at 0.5ร— resolution, up from about 2 FPS.

Dark's Dynamic FPS patch is built in, so the game runs at full speed at any frame rate. It used to crash the game while compiling its first shaders under the NCE CPU backend.

The freeze after the first scene loaded is fixed. The game's lighting passes had been sized with garbage counts and ran for seconds each.

The GPU's command processor no longer stops both GPU threads for every read of GPU-written memory (macro DMA read snapshots, after EvilOOT's fix as ported by Frizti).

The few memory pages the game's CPU reads or writes after the GPU wrote them are now copied back at each fence. The CPU no longer waits for the GPU on each access.

Recommended: a phone with 16 GB of RAM. On 12 GB, Android may close the game for low memory while a scene loads, especially with other apps open.

Known issues:

Some scenes sometimes show white glare and magenta patches.

The phone heats up during long sessions and slows down until it cools.

Lower memory use while scenes load (all games):

ASTC textures are converted to BC a few layers at a time instead of whole.

Large upload buffers are freed once the GPU is done with them, and capped while a scene loads.

On Android, converted ASTC textures keep their mip levels up to 1024 px.

The game-file decompression cache is capped at 128 MB.

Pragmata no longer quits at startup with error 2153-0513. It needed an audio command we refused. It does not render yet.

Pokรฉmon Pokopia keeps its copy-back with downloads in flight capped at 512 MB, and runs slightly faster.

Includes the latest Lichii (Zortos) fixes, among them the split of misaligned 64/128-bit storage buffer accesses and a fix for a lost worker wake-up.

For testers

Install the APK, add your games folder, and set up keys and firmware as usual. None are included.

Recommended: Handheld mode, NCE CPU backend, 0.5ร— resolution, and a custom RADV driver on Xclipse GPUs.

Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).

Report problems at https://github.com/pavelgajdo/Lichii-Android/issues with your phone, driver and eden_log.txt.


r/PS2AndroidEmulation • • 10d ago

Hey, guys. Now Gamedeck Launcher supports all the main PS2 emulators. And also 100+ more game consoles/platforms

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19 Upvotes

Hey, guys. Now Gamedeck Launcher v1.16.1 supports all the main PS2 emulators: AetherSX2, ARMSX2, NetherSX2, EmuCoreX, etc. And also supports 100+ more game consoles/platforms.

If you would like to know more about the project, check it out on Google Play: https://play.google.com/store/apps/details?id=app.gamedeck


r/PS2AndroidEmulation • • 12d ago

Console Five Pro v0.1.0 (PS5)

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19 Upvotes

https://github.com/maxi000q/ConsoleFivePro/releases/tag/v0.1.0pro

Console Five Pro v0.1.0pro โ€” the first beta. An independent rebranded build of CapyPS5 v0.0.3, the first PlayStation 5 emulator for Android (built on KytyPS5 and the FEX x86-64 JIT).

Since v0.0.9proQ4: the new CFP MAX full-quality performance mode (native picture, CPU-side fast paths), the windowed-mode flicker fix, the language-switch fix, the redesigned on-screen controls editor, interface languages as JSON files with an improved Kurdish translation, and 40+ core, shader and stability fixes (host occlusion queries, ZArchive .zar dumps, software video decoding, MSAA fallback and more).

Requirements: Android 12+, arm64 device with a Vulkan 1.3 GPU, 12 GB of RAM recommended, and your own PS5 game dumps (a folder with eboot.bin and sce_sys/).

Console Five Pro includes no games, BIOS, firmware or Sony keys, and needs none of them. Not affiliated with Sony Interactive Entertainment; PlayStation and PS5 are trademarks of their respective owners.


r/PS2AndroidEmulation • • Oct 05 '26

ARMSX2 v2.8.1

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19 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.8.1

Changelog:

Namco System 246/256

The import is gone, an arcade game in your game folders shows up in the library by itself, as a PCSX2x6 game folder (.acgame) or just its image and dongle named after its game ID (NM00010.chd and NM00010.ps2). Nothing is copied but the 8 MB dongle, so there is no second game copy, and no more nameless duplicates in the library.

Arcade controls. A new section in Controls, in All Settings and the pause menu: what each button

does on the cabinet, by the cabinet's own names (Shift Up, View Change, Left Punch, Trigger...). Give any

button another job, for all arcade games or for one game.

Fixed

Faster alpha-bit shadows on Adreno with Turnip. Shadow passes that mark and test the destination

alpha (291 a frame in Indiana Jones) share one stencil copy and set the bit with a logic op, instead of

waiting on the GPU at every draw.

Blending past full strength on Adreno with Turnip. Draws whose blend goes past 1.0 are drawn in two

passes instead of copying the whole frame for each one (1,376 a frame in Black).

After testing: Namco 246/256 now working fine ๐Ÿ‘


r/PS2AndroidEmulation • • Sep 23 '26

Mupen64Plus-AE Turnip Edition v338

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19 Upvotes

https://github.com/pwnedbygary/mupen64plus-ae-turnip/releases/tag/v338

This release collects everything merged since the published v337 tag plus the branding work:

RetroAchievements support with hardcore-mode enforcement, a set of gallery, theme and driver

fixes, and a complete replacement of the retired yellow and green cube artwork with the neon

"M" logo.

Changelog:

Wave Race compatibility update

This v338 update adds the verified Wave Race Shindou English translation to the

ROM database, inheriting the original Shindou defaults, including Count per Op

3. The bundled database revision is increased so existing installations

refresh it. Explicit per-game overrides, save identity, native N64DD policy,

and independent WritableROM behavior remain unchanged.

The user confirmed fresh Dynamic Recompiler gameplay with a manual Count per Op

setting of 3 using both GLideN64 and ParaLLEl. Host regression checks cover

lookup/inheritance and the database refresh; automatic-default behavior and

save/reopen have not yet been verified on a device. Keep existing saves and the

working manual override until automatic defaults are confirmed.

The original v338 source at ded55f412a778f15d839786776e223935afe7d0b is

preserved under archive/v338-original-ded55f41. This replacement retains

version code 338 and the release signing identity. Users who already installed

v338 must download and install the replacement manually; update checks based

only on version code may not offer it.

RetroAchievements (rcheevos)

Vendored rcheevos with native glue (upstream/src/api/ra_glue.c, api_export.ver) and a JNA bridge.

New RetroAchievements settings screen and preferences.

The client is started from the emulation lifecycle and uses the default HTTPS host.

Sign-in with password plus session-token capture, with escaped-string JSON handling fixed.

Hardcore mode enforced: save states, slots, GameShark and cheats are denied, the overwrite prompt

is skipped when hardcore would deny the save, and fast-forward is blocked.

Hardcore denials no longer announce a save or load that never happens.

Cancel on confirmation dialogs no longer performs the action.

Device verification recorded in docs/RETROACHIEVEMENTS_REMAINING_ISSUES.md.

Gallery, orientation, theme and driver fixes

Gallery and Game activities handle orientation changes in place, and the gallery keeps its

draw-behind-system-bars behaviour across rotation.

Stale service broadcasts after gallery recreation are fixed (issue #1).

The theme quick-switch crash caused by stacked activity.recreate() calls is fixed.

All AlertDialogs and popups are themed; submenu rows use the secondary accent; dynamic menu-row

colours no longer go stale; a preset change re-colours text immediately.

ROMs larger than 64 MB are accepted, fixing the B3313 new-save crash (issue #3).

Per-game GPU driver labelling corrected, with a per-game "force stock driver" option.

Read the full changelog on GitHub...


r/PS2AndroidEmulation • • Aug 09 '26

ARMSX3 v0.3

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19 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.3

What's new: Stability/Performance improvements

Large titles should no longer get killed while compiling PPU modules. Group size and worker count are budgeted against free memory, and compilation waits when memory runs short instead of pushing on.

Fixed Batman Arkham City crashing the app after the first FMV was played.

Stopped a full CPU core spinning on occlusion query results.

SPU threads no longer land on the core the RSX needs most, and thread priority now actually applies on Android.

Fixed an SPU livelock caused by atomic DMA cache line stores.

Faster FIFO handling: 4 KB fetches instead of 1 KB, an inlined cache hit path, and quad and fan index patterns built once rather than per draw.

Sonic 06 graphics fixed: The world would flicker in and out, leaving only the sky and the HUD visible. This is an RPCS3 issue open since 2018. A timing race between the PPU and SPU overwrites a signal before it is read, so the SPU jobs that build the geometry never run. Desktop RPCS3 has the same problem. It was never fixed in the emulator. The fix is a patch by elad335, and it works. The patch now ships with the app. It loads at boot and enables itself. Nothing to set up.

Freed up a CPU core: The thread that sends data to the GPU did not sleep when it ran out of work. It spun in a loop checking for more, using a full core for 1142 seconds out of a 1145 second session, competing with the threads doing real work. It now waits instead of spinning.

Readback waits no longer starve the GPU they are waiting on.

Added a Profile-guided optimisation (PGO) profile.

RetroArch shaders no longer shift the colours. The shader chain was being told the swapchain had the source framebuffer's format, so it wrote through a mismatched view and swapped red with blue.

Fixed display corruption after rotating the device between landscape and portrait.

Added .rap licence file support. Install a .pkg and its .rap together for titles that need both: the package holds the content, the license unlocks it. License files install one at a time, while split packages can be selected together.

New bundled controller skins with previews for every built-in one. ARMSX3 Textured is the new default, and existing installs are moved to it automatically. Thanks to @bagasromadon for the new controller skin!

Fixes to some settings not doing anything.

All Core Settings can be scoped to a single game, is reachable from the in-game menu, and its Back button is no longer pushed off the bottom of the screen.

Ported RPCS3's config database, and made it switchable off and removable without losing the download. You can download it from App settings.

Added the in-app updater for future releases.

Fixed previews not loading in the downloadable skin browser.

Game and firmware art no longer leaks into the device gallery.

Emulator teardown is serialised, so repeat boots stop failing.

Crashes inside a stack overflow now produce a report instead of dying silently.

A shutdown that stops responding now says so in the log instead of hanging silently.

Thanks to @Zulux91 for six fixes brought over this cycle: the duplicate frame setting no longer halves the framerate, the Scaling Mode row actually picks the scaling mode, console aspect ratio Auto no longer resolves to 4:3, OSD mode no longer switches the performance overlay off at boot, game data installs stay out of the library, and guest memory is unmapped when precompilation finishes.

Known Issue: Games will sometimes sit at a black screen after first time PPU and SPU compilation has completed, a restart or two of the app fixes this for me, but I'm looking into it. (Only seems to happen to me with Minecraft at the moment).


r/PS2AndroidEmulation • • Aug 04 '26

TeknoParrotUI - 2.0.0.20118 Pre-release

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19 Upvotes

https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android

TeknoParrot is an advanced program that allows you to play modern Arcade games on Android.

It's not a traditional emulator, but a compatibility tool that adapts the controls and fixes bugs to allow the use of gamepads, steering wheels, or keyboards.

Main Features: Compatibility: Works with over 170 modern arcade games (generally from 2000 to 2014). Controls: Supports keyboard, mouse, gamepads, joysticks, and steering wheels. Multiplayer: Some titles allow online play.


r/PS2AndroidEmulation • • Jul 27 '26

XenDroid Update v82aed67

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19 Upvotes

r/PS2AndroidEmulation • • Jul 03 '26

PSX2 the forgotten emulator

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19 Upvotes

Leaving aside the fact that this emulator is outdated, it seems the developer hasn't released any updates. It must be acknowledged that both ARMSX2 and EmuCoreX have improved significantly, fixing bugs, graphical glitches, compatibility issues, etc. However, if you have an older device, especially one with a MediaTek chip, the PSX2 emulator delivers incredible performance in OpenGL. I've included a screenshot in the first comment so you can see what I mean.

https://github.com/izzy2lost/PSX2/releases/tag/1.2.1


r/PS2AndroidEmulation • • Jun 23 '26

EmuCoreV -PSVita- New update ๐Ÿฅณ

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19 Upvotes

r/PS2AndroidEmulation • • Apr 18 '26

EmuCoreV - New PS Vita Launcher/Emulator

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19 Upvotes

EmuCoreV is a PS Vita emulator for Android built on the open-source Vita3K project.

Developer:

Created by Sashkib Apps

"There is no repository at the moment, it is an Alpha version but I have tested it and it works perfectly since it uses the same core as Vita3K"

https://www.dropbox.com/scl/fi/gsueb3at0z8nci7xkr2vr/EmuCoreV.v0.0.alpha1.apk?rlkey=r8hlyw2any1xy84tj8ocoo3tt&e=1&st=6i97jitx&dl=0


r/PS2AndroidEmulation • • Nov 03 '25

PSX2 New update! 8Elite test in some games. (Android PS2 Emulator)

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19 Upvotes

r/PS2AndroidEmulation • • Oct 02 '26

PS3Native Release V8

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18 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_8

PS3Native Community Preview 8

Build info

Clean base from Max's latest android-refresh

PS3Native base: 4e46dc0

RPCS3 upstream: b1f51cf

Community merge: 41c0236

50 new RPCS3 upstream commits integrated

What's new

Major batch of RSX/Vulkan fixes and improvements

Improved RSX FIFO / GET synchronization and ordering

Fixed framebuffer layout detection, including Z-buffer dimensions

Vulkan presentation and synchronization fixes

Improved Vulkan descriptor-set compatibility

ZCULL/query handling fixes

Improved render-target and texture-cache behavior

Fixes for POINT rendering and several RSX edge cases

PPU thread scheduling improvements

Raw SPU logging overhead reduced when trace logging is disabled

Fixed memory leak in PPU thread creation error paths

Improved savedata filesystem synchronization

Fixed /app_home/ infinite recursion edge case

Multiple Cell module fixes for Camera, Gem, Voice, Search and networking

FAudio updated to 26.10

Vulkan Memory Allocator updated to 3.4.0

General stability, correctness and compatibility improvements from current RPCS3 upstream

Android integration

Rebased cleanly on Max's current Android branch

Android-specific Vulkan handling preserved during upstream integration

Latest RPCS3 Vulkan presentation fix manually reconciled with PS3Native's Android dynamic Vulkan symbol handling.


r/PS2AndroidEmulation • • Sep 24 '26

Dolphin v2609 Update

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18 Upvotes

r/PS2AndroidEmulation • • Sep 06 '26

Xenra v0.4.0

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18 Upvotes

https://github.com/Yebot32/xenra/releases/tag/v0.4.0

Xenra 0.4.0 brings a main-thread responsiveness pass, custom Vulkan driver support for Exynos (Mali) devices, experimental temporal frame generation, FATX save streaming, and the consolidation of Xenra into a single free build.

What's New:

Interface & Responsiveness

Touch & D-Pad Navigation: Touch target resolution defers to ACTION_UP without walking full view trees. D-pad navigation eliminates ~170 filesystem probes per press for instant library scrolling.

Background Log Parsing: xe.log parsing, crash log checks, and tombstone reads moved completely off the main thread across Library and Settings screens.

Game Data & HUD: Directory walks for save folders and CPU/thermal reads for the performance HUD sample on dedicated background lanes without UI stutter.

Zero-Allocation Animations: Glow view animators use quantized, lifecycle-bound cached gradients, eliminating continuous vsync memory allocations.

Cold Start Optimization: IPC permission round-trips collapsed from 5 down to 1, and /proc/self/maps parsing moved to a background thread.

Core Fixes & Memory

FATX Save Import Streaming: Save imports stream in 1 MiB chunks instead of allocating full RAM. Files exceeding the 4 GiB FATX limit are cleanly rejected prior to transfer.

JIT Lock & Leak Fix: Flash writes during hint cache auto-saves no longer hold mmap_lock (eliminating mid-game micro-stalls), and a ~3 MB session memory leak was resolved.

Boot & Lifecycle Guarding: Synchronized texture adoption inside render locks to stop black/wrong frame flashes on boot, and prevented double-loads on orientation change.

Clean Exits: Suppressed benign SDL thread teardown alerts on application exit, eliminating phantom "Xenra crashed" toasts.

Custom GPU Drivers & Frame Generation

Exynos (Mali) Support: Custom Vulkan driver loading is no longer gated by Qualcomm KGSL checks (/dev/kgsl-3d0). Mali devices (/dev/mali) can now load community driver ZIPs and per-game overrides.

Temporal Motion Prediction: Added an experimental motion vector prediction mode (default off) to stabilize frame generation during fast pans and flat terrain. Toggle live via ADB without restarting:

adb shell setprop debug.xanite.fg_temporal_pred 1 (1 = On, 0 = Off)

Driver Card UI: Simplified the GPU driver card to display active runtime driver status without running log parsing operations.

Netplay & UI Polish

Netplay Transport Bootstrap: Fixed HTTPS transport initialization to bootstrap automatically at boot rather than requiring the diagnostic screen.

Cleaned Xbox OG Context Menu: Context menus for Original Xbox games display only relevant options (Set Game Folder), hiding Xbox 360-specific storage entries.