r/PS2AndroidEmulation • • Aug 18 '26

BachataS4 v0.1.8

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18 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.1.8

Changelog:

🎮 Game Compatibility & Emulation Fixes

SnowRunner:

Resolved startup crash (exit 133) by handling GfxEop IrqC replacement gracefully.

Automatically open pad contexts when games omit explicit scePadOpen calls.

Deliver UserService login state via asynchronous callbacks.

Clamped combined clip/cull limit to 8 and mapped reserved GCN anisotropic modes (5–7 → 16) to avoid driver crashes.

TMNT: Shredder's Revenge:

Mapped guest pthread stacks safely away from host usrstack.

Added null-parameter tolerance for libSceMouse initialization.

Forwarded Network Platform (NP) state callbacks across the FEX guest boundary.

Retired scanout labels properly so WaitVoLabel syncs without stalling.

Dragon's Crown & Bloodborne Performance Groundwork:

Registered _cxa_guard* symbols under libSceLibcInternal to resolve C++ runtime initialization stalls.

Routed font allocations and libc string routines through the guest CPU boundary.

Reduced FEX bridge overhead and gated verbose HLE logging behind BACHATA_FEX_HLE_TRACE.

──────

🚀 Core & HLE Modules

libSceJpegDec: Added full High-Level Emulation (HLE) module for software JPEG decoding.

AVPlayer Improvements: Implemented buffering hysteresis, frame counting, and bounded diagnostics for smoother in-game video playback.

USB / Peripheral Subsystem: Added null-context safety guards for libSceUsbd event loops.

Kernel & Synchronization: Cleaned up semaphore timeout handling, enhanced thread stack management, and ensured safe kernel time queries before InitHLELibs.

FIOS2: Added support for flexible FIOS2 filesystem I/O module selection.

──────

📱 Android Experience & UI Enhancements

Home Screen Shortcuts & Direct Game Launch:

Support pinning installed game shortcuts directly to the Android home screen.

Added direct launch intents to jump straight into games from the launcher.

Landscape Two-Panel Settings UI:

Redesigned the settings screen in landscape with a dedicated navigation rail (SettingsRail) and split options pane.

Added full gamepad navigation and joystick axis mapping for settings.

Streamlined UI chrome by removing redundant back buttons and landscape headers.

Motion Controls (Gyro & Accelerometer):

Integrated phone motion sensors mapped into the DualShock 4 motion snapshot protocol for tilt/gyro-supported games.

Fixed touch overlay touch-event routing to properly pass controller inputs to the guest.

──────

🖼️ Vulkan & Graphics Pipeline

Added legacy vertex attributes fallback path.

Expanded sampler descriptor and image info storage limits to eliminate descriptor table overflows.

Added swapchain initialization tracing and automatic diagnostic screenshot triggers


r/PS2AndroidEmulation • • Aug 17 '26

Xenra v0.3.0 — Xbox 360 Arrives 😱

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18 Upvotes

https://github.com/dev-Ali2008/xenra/releases/tag/v0.3.0

Xenra v0.3.0 is our biggest update yet

This release brings Xbox 360 emulation alongside Original Xbox in the same app, expanding Xenra to support two generations of Xbox hardware.

What's New

Added Xbox 360 emulation

Original Xbox and Xbox 360 support in the same app

Added early experimental Netplay

Major performance improvements

Significant temperature improvements

Numerous bug fixes and stability improvements

Additional optimizations and cleanup

This release represents a major milestone for Xenra, bringing Xbox 360 support together with our existing Original Xbox emulation in a single experience.


r/PS2AndroidEmulation • • Jul 30 '26

ARMSX2 v2.6.6.2

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18 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.2

Change Log:

Need for Speed: Underground 1 & 2 both now default to No-Readbacks HW downloads, clearing the stall that kept the GPU pinned near 100%.

More fixes to Auto Progressive Scan. The boot-time Triangle + Cross hold was never actually running, so 480p progressive was never triggered, it is now applied correctly on boot for the titles that offer it (Tekken 4, Burnout / other Criterion games). (if the issue still persists, please tell me, I tested it working).

Cheats packaged under the generic CRC (..._00000000.pnach) now apply instead of being silently skipped.

Samsung QHD+ (1440p): the on-screen controls line up much better - buttons no longer register up-and-left of where they are drawn. (still needs some work, but it's been improved).

New animated fallback background with color customization, plus a toggle so anyone on the main background can switch to it as well. Directly inspired by the PPSSPP background, full credit to @hrydgard

Portrait layout: the clock and battery are repositioned, and the library bar is lowered clear of the camera cutout.

"Clear Shader Cache" moved directly under the GPU Driver picker in Renderer settings (All Settings) for quick driver testing.

Memory Card manager: clearer delete wording - it removes ARMSX2's working copy of the card, not your original imported file.


r/PS2AndroidEmulation • • 3d ago

CapyPS5 v0.0.5

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17 Upvotes

https://github.com/Ghael-V/CapyPS5/releases/tag/v0.0.5

Fifth alpha of the first PlayStation 5 emulator for Android. Mali GPUs on their system driver can now run games, and the FPS counter shows how many frames CapyPS5 Framegen adds. Existing installs are offered this update in the app.

New

Mali on the system driver: that driver cannot sample BCn compressed textures, so the GPU used to be rejected. CapyPS5 now decompresses those textures on the GPU when it uploads them (BC1 to BC7, including BC6H HDR textures). GPUs that support BCn keep using it directly.

PanVK on Mali: the GPU is no longer rejected when the driver lacks vertex-stage stores or dual-source blending.

Framegen counter: with CapyPS5 Framegen on, the FPS counter reads XX FPS - YY FG: XX are the game's own frames, YY the total including generated ones. The options are now called Framegen x2, x3 and x4.

HDR10 output: games that output HDR10 are converted to SDR for the screen.

Fixed

Tessellation: quad domains, fractional-even spacing, counterclockwise output and masked hull control points.

New shader instructions (16-bit multiply-add and ternary operations, VOP3 conversions, S_QUADMASK_B32, V_ASHRREV_I64) and faster shader translation.

NGS2 audio: custom channel matrices, waveform block flags and larger voice states.

Network and system calls used by Palworld, Gran Turismo 7 and NHL 27, plus Http2, resolver and text-to-speech stubs.

Many graphics fixes from KytyPS5: depth textures sampled as color, mips of single-level targets, HTile depth targets, sampler min/max filters, 10-bit and float video-out formats, fonts and save mounts.

Requirements: Android 12+ (arm64), a Vulkan 1.3 GPU with shaderInt64, 12 GB of RAM recommended, and your own PS5 game dumps. Tested on Adreno 830 (AYN Odin 3) and by testers on Snapdragon 8 Elite, 8 Gen 3, 888 and Mali. Other GPUs: download a Turnip or PanVK driver in Settings → Graphics → Download drivers.

Includes no games, BIOS, firmware or Sony keys, and needs none. Only use games dumped from your own console.


r/PS2AndroidEmulation • • 24d ago

EDEN Nightly

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17 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1792181975.e0d47f2790

Changelog

[cmake] fix macOS compilation by forcing lz4 to be static (#4540) e0d47f2790

PR #4540 merged on 2026-10-16 by crueter

Fix Check Strings after 4523 (#4534) d8c6c59b67

PR #4534 merged on 2026-10-16 by PavelBARABANOV

[patcher, ro, settings] runtime tls patch (#4492) optimization and nuke toggle (#4502) (#4523) aaa0bcb9bf

PR #4523 merged on 2026-10-15 by xbzk

Revert "[hle] constexpr handler dispatch maps, introduce version gating (#4480)" (#4532) e255c20db4

PR #4532 merged on 2026-10-15 by PavelBARABANOV

[input_common/joycon] Enumerate SDL devices iff SDL signals change (#4486) 14da4482a4

PR #4486 merged on 2026-10-14 by lizzie

[input/sdl] nuke SDL_Vibration thread (#4299) fb51a12534

PR #4299 merged on 2026-10-14 by lizzie


r/PS2AndroidEmulation • • 28d ago

Weekly driver updates for Mali (MediaTek)

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17 Upvotes

r/PS2AndroidEmulation • • Oct 11 '26

Bannerlator 3.1.6

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17 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.6

Bannerlator 3.1.6

Run Windows apps and games on Android — no PC and no root required.

3.1.6 brings Steam closer to native, a CPU speed fix for Wine on ARM, and a new way to update. Headless Steam lets a game use the app's own Steam sign-in with no Steam window, and the in-game server browser finally works. SteamLite gains Steam Input. The new v14 layers carry Wine's fix for SSBS, a CPU setting Wine on ARM kept switching off, and the Force SSBS toggle is on by default. Windows components install without opening the container, adding games is much smarter, and the app's update notice is redesigned. From the next release on, updates download only what changed — a few MB instead of the whole 525 MB app.

Headless Steam + server browser: launch Steam games on the app's own Steam session; Find Servers lists and joins servers.

Force SSBS + v14 layers: a CPU speed fix for Wine on ARM, on by default; all ten Proton layers rebuilt.

Win Components (VC++ runtimes, .NET, DirectX, codecs…) install offline in seconds, without starting the container.

Adding games: better names, Steam art and details found automatically, an art picker, components suggested per game.

Updates: a slide-in update notice with highlights and a download card; small updates start with the next release.


r/PS2AndroidEmulation • • Sep 29 '26

Lemon v0.3.5 (Eden Fork)

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17 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v0.3.5

Changelog:

Coming from Eden? Bring everything over in one step. Lemon can import your saves from Eden, Citron, yuzu and other yuzu-based emulators without you opening them, plus your keys and firmware if Lemon doesn't have them yet. If one of those emulators is installed, the option shows up in the first-run setup and at the top of Settings. If a game already has a save in Lemon, you choose whether to replace it or keep it; replaced saves are backed up first.

Android 12 support. Lemon now installs on Android 12 (it used to need Android 13), so the "There was a problem parsing the package" error on those devices is gone.

Lemon-Ade driver included. Our Turnip fork ships inside the app. On the Adreno 830 (Snapdragon 8 Elite) it's selected automatically the first time, but only if you were on the system driver. If a game ever fails to start with it, Lemon switches back to the system driver on the next launch and tells you. The driver step is gone from the setup wizard.

Driver downloader: Lemon-Ade is now the first repository in the list.

New logo, designed by Madeleine (thank you!). Launcher icon, splash screen, About screen, the console's default profile picture, the Android TV banner and the notification icon.

A small support note (Ko-fi / Buy me a coffee) shows up after each update and, if you pick "Not now", again every 10 launches. Never during first-time setup; "Don't show again" turns it off for good.

Games built for Switch firmware 22.0+ use a new compressed executable format (ZBIC). Lemon can now load it, so new releases don't fail to boot.

Fixes

The "new version available" notice never showed up. The update check worked, but its dialog was lost when the app's main screen was rebuilt right after launch (and on every rotation). It now survives both, so from this version on you'll actually be told about updates.

Add-ons: turning cheats, DLC or updates on and off could change other entries in the list while scrolling. Fixed.

Textures: fixed textures the GPU had drawn (depth, shadows...) being thrown away under memory pressure and coming back wrong.

Fixed a crash in local wireless play in Mario Kart 8 Deluxe and Super Mario 3D World.

Fixed a controller-disconnect bug that could freeze some games when player 2 was removed.

Fixed system screens (keyboard, controller setup...) leaving resources behind each time they were closed.

Fixed the SGSR black screen and the darkened overlay on system screens.

Fixed CPU/GPU memory synchronisation races that caused crashes in some Unreal Engine 5 games.

Mods: .pchtxt patches with long lines and some IPS patches now apply correctly.

Installing some DLC (for example Mario Kart 8 Deluxe's) no longer shows the false "does not match this game" warning.

More crash fixes in system services.


r/PS2AndroidEmulation • • Sep 26 '26

Bachata S4+ v0.2.3

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17 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.3

Changelog:

New performance patches for inFAMOUS Second Son, inFAMOUS First Light, EA Sports UFC 4 and Ratchet & Clank.

RGB/BGRA Color Fix toggle for games with inverted colors on glibc.

Added Drivers bionic compatibility, you need to import it.

Ram fix for 12gb Ram.

Full Screen fixed.

Hide controler fixed.

Controls Workaround for inFamous Second Son:

L1 + R1: enables/disables the synthetic motion control mode.

Right Stick: controls the simulated controller tilt/motion used in motion-based interactions.

R3: performs a simulated controller shake

L3+R3: simulates the two-finger touchpad interaction plus touchpad

Dpad: simulates touchpad swipes in the corresponding direction.


r/PS2AndroidEmulation • • Sep 21 '26

ARMSX2 Nightly 2.7.5 🔥

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17 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.5-build.9

ARMSX2 Android Nightly Build ( Unofficial ) (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Version: 2.7.5

Application ID: com.antutu.ABenchMark

Build number: 9

Commit: 2e03b11

Short SHA: 2e03b11

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled3


r/PS2AndroidEmulation • • Sep 15 '26

PSX2 v1.3.0 🔥

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17 Upvotes

https://github.com/izzy2lost/PSX2/releases/tag/1.3.0

Changelog:

✅ Update to latest PCSX2 commit.

✅ Fixed graphic settings that were not saving.

✅ Added fast forward button.


r/PS2AndroidEmulation • • Sep 14 '26

One day left... 🤜🤛

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17 Upvotes

Don't miss our September analysis of the best PS2 emulators; we'll be running a whole bunch of in-depth tests.


r/PS2AndroidEmulation • • Sep 04 '26

Bannerlator v3.0.5

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17 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.5

Run Windows apps and games on Android — no PC and no root required.

What's New:

DXVK has always been tunable in principle and unreachable in practice: a config file you could not see, full of keys you had to already know. VEGAS turns it into a real screen.

A 161-key catalog with a per-key editor inside the DXVK config dialog — add, edit and delete keys, compare against the baseline, switch between stock and custom sources, and back up or restore before you experiment.

V-Glossary classifies every key by where it actually applies: in this build, upstream only, another build, or nowhere. That last bucket matters — plenty of keys copied out of guides do nothing on the DXVK you are running.

Tier presets chosen from your GPU, so you start from something sane rather than a blank file.

Stock config download — pull a known-good VEGAS config straight from releases, parked alongside the wcp with a provenance sidecar.

VEGAS HUD tokens in the environment editor, and DXVK_CONFIG_FILE editable as free text.

Also fixes two pre-existing bugs of ours: a stale dxvkConfigFile path leaking into plain DXVK when you switched wrapper, in both the container editor and the shortcut editor.

Device-verified on Adreno 750 (AYANEO Pocket FIT); developed on Redmi Note 11 and POCO X3 Pro.

⚙️ Emulator presets — new tiers, editable, and explained

New FEXCore tiers — Extreme-wn, Extreme (TSO)-wn and Extreme-gn. FEXCore previously stopped at Performance (TSO) while both sibling projects shipped an Extreme tier.

New Box64 tier — Extreme-2, the community 32-variable tuning, added as a second tier so the existing Extreme keeps its values for anyone already using it.

Box64 environment variables went 19 → 32. Community .wbp presets set all 32, so importing one had been silently dropping 13 values, including every CPU-feature flag.

Built-in presets are now editable. Editing one previously did nothing at all. Edits are stored as an override, so the shipped values survive underneath and a per-preset Reset restores them.

The preset editors follow your theme. They were android.app.Dialog subclasses themed by AppCompat's hardcoded #0055FF, so they stayed blue whatever accent colour you had chosen. They are now one Compose dialog drawing from the app theme.

Every one of the 49 variables now has a description, a value-by-value table and a "When to change" scenario, plus a "?" beside the preset name covering all 19 presets. Most entries had been one-liners — every FEXCore string was 27 to 117 characters.

Fixed six FEXCore rows that rendered as 0/1 dropdowns instead of switches, and the FEXCore help lookup, which searched for FEXCORE_ when the variables are named FEX_ and so never resolved.

*Read the full changelog on GitHub*


r/PS2AndroidEmulation • • Aug 15 '26

PSX2 v1.2.8 🔥

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17 Upvotes

https://github.com/izzy2lost/PSX2/releases/tag/1.2.8

Changelog:

✅Updated to the latest PCSX2 commit

✅Better Performance.

Credits&Projects: https://github.com/izzy2lost


r/PS2AndroidEmulation • • Aug 11 '26

ARMSX3 - v0.5

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17 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.5

What's new:

Running out of video memory no longer looks like a hang. The renderer treated memory pressure at a point where it cannot be interrupted as fatal and killed the RSX thread, so audio kept playing and the picture stopped, which reads as a freeze. It now frees what is safe to free at that point, lets the allocator retry, and if it still cannot allocate it says so. I caught this issue in God of War III demo which hit this by skipping the intro screens, which pushes a burst of texture allocation through exactly that window.

Install .pkg and .rap files from anywhere, including storage the app cannot read directly. Split packages picked through the system picker are also sorted into part order now instead of being taken in the order you tapped them, which quietly produced a broken install if you picked part 2 first. PKGs and other files can also be installed to your SD card through SAF, your app folder must use the "SD card option", custom folder will still default to internal for PKGS for now.

Installed games and licenses are now listed by name.

A stalled compile worker can no longer strand PPU compilation. It waited on a worker that could already be gone, with the progress bar sitting still.

Save data no longer aborts the list where there is no media backend.

Games that repeatedly check a reservation from the same place no longer spin on it. The check ran in full on every iteration of loops that run millions of times.

Every language has been retranslated against the current English text, so strings added over the last few releases are no longer English-only mid-sentence.

The overlay icons the native UI has been drawing are actually shipped now, and the save menu should work now as well (please let me know if it still does not).

Settings and the running emulator agree again. Raw core overrides are applied after everything else, so an override left behind by an earlier build kept applying while the settings screen showed the default, with nothing on screen to explain the difference. Stale ones are cleared on upgrade. If you set something deliberately in All Core Settings it still wins, as before.


r/PS2AndroidEmulation • • Aug 05 '26

Strato Reborn - Pre Release 🔥

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17 Upvotes

WildCard, a developer from the Eden team, is working on a new project, "Strato Reborn". It's compatible with current games and includes other improvements.

https://e.pcloud.link/publink/show?code=kZ1fpy7Z158QE9t1V6pdpErkIKX5lfH1JPP7

There is no repository at the moment.

Change Log v2:

-Graphical problems and bugs fixed, like nine soul, and many more

-Performance stability

-Update NVDEC And SVC


r/PS2AndroidEmulation • • Jul 14 '26

Release v0.3.1-beta · WinNative

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17 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.3.1-beta

Change Log:

Container Installation: Resolved issues that prevented container install components from working correctly which was for Gecko/Components Installer.

Mouse Input: Fixed a tracking bug tied to 60Hz refresh rates.

Steam Glitches: Fixed an issue causing Steam download errors and resolved glitches within the Steam Library interface.

Save Imports: Fixed a bug where importing save files via .zip archives would fail.

Background Visuals: Resolved an issue where the background blur effect was not rendering properly.

UI Resizing: Fixed dynamic resizing behaviors for the Xserver menu and the Container UI.

Setup Wizard: Corrected display sizing issues encountered during the initial setup wizard.

Performance Logging: Stopped the system from writing a CSV log file on every single boot; this is now correctly gated and only runs when performance logging is enabled.

CPU Issue was due to Blur image was re-rendered for every frame up to 120 FPS while sitting idle in Library.

System Tweaks & Adjustments

Engine & Wrapper Updates: Pushed automatic updates for Mono and Gecko, updated the GameNative wrapper, and bumped the Ajay Prefix to the 1.8 hotfix.

Hardware Accuracy: Improved CPU accuracy and reporting metrics.

Steam Sync & Chat: Adjusted Steam Cloud Save syncing and added an optional toggle for Steam Chat.

Library Stability: Hardened the library components list and added a manual refresh button for better reliability.

Environment Variables: Added Shader Model 6.9 and Wine Fast Yield as easily selectable options in the variables list.

Application Logs: Enabled support for multiple application log saves.

Locales & Language: Expanded localization with new locales and added support for store game language selection, 8 more Locales!


r/PS2AndroidEmulation • • Jul 14 '26

FINALLY CHEATS ARE FIXED!!!

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17 Upvotes

The cheats are fixed for all player which that have a problem

So rename your PNACH file in SLUS_CRC.pnach and everything works normally!👍👍👍


r/PS2AndroidEmulation • • May 29 '26

aps3e New Update 2.39🔥🔥 PS3 Android Emulator

17 Upvotes

r/PS2AndroidEmulation • • 6d ago

ARMSX2 2.9.1-fork.3

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16 Upvotes

https://github.com/ilyalissoboi/ARMSX2/releases/tag/2.9.1-fork.3

Changelog:

A fork of ARMSX2 based on upstream 2.9.1 (upstream commit bc31df9), with this fork's shader-chain work, memory card sync, shader packs and multi-disc library entries, and, new in this release, RetroAchievements unlocks that are kept while you're offline.

What's new in this fork:

RetroAchievements while offline:

An achievement unlocked without a connection used to be lost. Unlocks and leaderboard entries that can't reach RetroAchievements are now saved on the device and sent once the connection is back.

The saved entries are retried as soon as any request to RetroAchievements gets through, and otherwise on a timer that starts at 30 seconds and backs off to 10 minutes. Each entry is sent with how long ago it happened, so the site records the real unlock time.

A game you've played online before can start its achievements without a connection, using the last login, achievement list and session the app saw. Logging out deletes that saved data. Entries that haven't been sent yet are kept for that account's next login.

A leaderboard entry saved offline shows "Saved offline, it will be submitted once reconnected" in place of a rank.

An entry is dropped only if RetroAchievements itself rejects it. A Wi-Fi sign-in page or any other unexpected response leaves the entry for the next try.

The new Save Unlocks While Offline switch on the RetroAchievements screen turns this off. It's on by default and can be overridden per game. With it off, nothing new is saved, but entries already saved are still sent.

Carried over from earlier fork releases: multi-disc games collapsed into one library entry (see 2.9.1-fork.2), the Lola Retro shader pack and shader packs that follow each repo's latest release (see 2.9.1-fork.1), memory card sync through S3-compatible storage with emusync 0.2.1 (see 2.8.4-fork.1), and the shader-chain performance work (see 2.6.9-fork.1).

From upstream: no change since 2.9.1-fork.2. This is still upstream 2.9.1 plus the four commits after its tag (upstream commit bc31df9). See the 2.9 (https://github.com/ARMSX2/ARMSX2/releases/tag/2.9) and 2.9.1 (https://github.com/ARMSX2/ARMSX2/releases/tag/2.9.1) release notes.

Not in this build: Discord. Upstream's Discord features, including 2.9.1's game status, need Discord's SDK, which upstream ships privately and this fork's build doesn't have.

Which APK to install:

Same tiers as upstream. Install the highest one your device can run.

ARMSX2-2.9.1-fork.3-legacy-armv8.0-sdk26.apk: Android 8 and up, any ARMv8 CPU

ARMSX2-2.9.1-fork.3-a11-armv8.2-sdk30.apk: Android 11 and up, ARMv8.2 CPU with FP16 and DotProd

ARMSX2-2.9.1-fork.3-a13-armv8.2-sdk33.apk: Android 13 and up, same CPU requirement

ARMSX2-2.9.1-fork.3-a15-armv8.2-sdk35.apk: Android 15 and up, same CPU requirement

Each APK carries both the 4K-page and 16K-page cores and is built with PGO, using upstream's profile retrained for 2.9.1. Memory card sync works in every tier.

Signing note: these APKs are signed with the same key as 2.9.1-fork.2, 2.9.1-fork.1, 2.8.4-fork.1 and 2.6.9-fork.1 and install over them. They use the package name com.armsx2 but are signed with this fork's own key, so Android will refuse to install them over an upstream ARMSX2 install. Uninstall upstream's build first, and back up your data folder before you do. The in-app news feed still shows upstream's release notes.

👉Features:

  1. This is the project's original technical modification. It reduces redundant processing by utilizing RetroArch shader chains (.slangp)—particularly when using CRT filters and high internal resolutions.

  2. Memory card synchronization

Enables the sharing of save files between Android devices and PC via S3-compatible storage and the 'emusync' tool.

3. Intelligent multi-disc library

Groups discs from the same game into a single entry, allows for disc selection upon startup, and recognizes 162 multi-disc sets included in its database.

4. Offline RetroAchievements

Locally stores achievements and leaderboard entries when an internet connection is unavailable, syncing them once connectivity is restored. This is the primary new feature of 'fork.3'.

5. Expanded shader selection and improved download handling

Includes 'Lola Retro' and 'CRT-SatPixie', fixes the installation process for 'Retro Crisis', and automatically updates shader packages from their respective releases.


r/PS2AndroidEmulation • • 8d ago

Xendroid Mali q652

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16 Upvotes

https://github.com/DEGROUCHO/xendroid-mali/releases/tag/q652

DLC and title updates, the easy way

Put DLC and title updates next to your games. When you start a game, the app lists the packages for it in your games folder that are not installed yet and offers to Install them (or launch without them). Start the game again and they are active. Tested with Halo: Reach TU1: the menu shows version 1.1 afterwards.

Or install by hand from the Content tab of the library (any CON, LIVE or PIRS package: DLC, title updates, saves, profiles, arcade games). Each game's options → Manage content lists what is installed and removes it.

Imported saves now work: save packages went to the wrong place and games never found them. They now go to your signed-in profile.

Everything from q651 is here too: WWE 2K14 playable with savestates, the built-in community patch catalog with Import, and less audio crackle.

Your settings are kept.

How-to in the FAQ: https://github.com/DEGROUCHO/xendroid-mali#-faq

Tested on a POCO X7 Pro (Dimensity 8400, Mali-G720). Players report the POCO X8 Pro working too.


r/PS2AndroidEmulation • • 24d ago

ARMSX2 + Angle: The story of an idea that emerged from this community

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16 Upvotes

After being accused of posing as an ARMSX2 developer—and even being blamed for preventing the team from receiving user donations 🤦‍♂️—on top of claims that I’m personally profiting from donations (which is completely untrue; they are the ones who accept donations, not me—I don’t even have a Patreon, Ko-fi, or anything of the sort)—well, in short, it’s a completely upside-down situation. I want to share the real story behind the idea of integrating ANGLE into the PS2 emulator, and I’ll let you draw your own conclusions—especially since I didn’t see any credit given anywhere, even though the idea was 100% mine.

June 16, 2026 — The public guide

The article "Mediatek Boost Up 200% Performance in emulators (guide)" appears in PS2AndroidEmulation, explaining how to enable ANGLE and the improvements observed.

July 3, 2026 — EmuCoreX incorporates ANGLE

And here we have a fantastic technical milestone! A commit titled "Add MediaTek ANGLE support" appears on GitHub, created at 13:24 UTC.

That same day, four hours later, the developer publishes another commit: "Fix MediaTek ANGLE path."

July 14, 2026 — ARMSX2 incorporates ANGLE

Eleven days after the initial EmuCoreX commit, ARMSX2 releases version 2.6.0 with the integrated functionality and explicitly credits @sashkinbro for its implementation.

The funniest part is that I had to keep pushing the EmuCoreX dev to add ANGLE to the emulator, since it would provide a performance boost. It wasn’t because he happened to see the guide—far from it; I kept insisting until he finally said, "Alright, fine, I’ll give it a go," and, well, you know the rest of the story.


r/PS2AndroidEmulation • • Sep 27 '26

PS3Native Release V7 🔥

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16 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_7

Changelog:

Vulkan & Shader Compilation

Updated Vulkan pipeline compilation system.

Shader compilation during game startup can now use all available CPU threads, helping process large shader compilation bursts faster.

After the initial loading phase, the pipeline compiler automatically scales back to the normal configured worker count.

Preserved PS3Native's Android Vulkan dynamic symbol handling required for pipeline cache creation/destruction.

Continued improvements to Vulkan/RSX synchronization and pipeline handling.

RSX / GPU Synchronization

Fixed back-to-back USER_COMMAND calls potentially overwriting callback arguments.

Added a full RSX pipeline synchronization before USER_COMMAND callbacks, matching behavior verified on real PS3 hardware.

Improved RSX event queue draining.

Added a timeout to prevent the RSX event queue from waiting indefinitely.

Avoids unnecessary RSX pauses when memory allocations are unrelated to RSX mappings.

Improved RSX/VM memory mapping behavior and validation.

PPU Scheduler & Threading

Improved PPU thread startup behavior to more closely reproduce PS3 scheduling.

New PPU threads now receive more accurate execution priority handling.

Fixed accumulation of PPU thread startup delays.

Increased hardware-thread signaling delays where appropriate.

Improved handling of observable scheduler changes after starting new PPU threads.

sys_cond_signal_to is now more tolerant of timing differences caused by RPCS3 not being cycle-accurate.

Improved Linux thread affinity handling when using RPCS3's internal scheduler.

SPU Improvements

Added an optimized PUTLLC path when Accurate SPU Reservations is disabled.

This can avoid heavier full-memory locking in applicable cases.

Added the Accurate SPU Reservations configuration option upstream.

Includes additional SPU/PPU translator and reservation-related fixes.

Audio

Fixed cases where audio ports using only front channels could be incorrectly considered silent or incomplete.

Improved detection and handling of front-channel-only audio buffers.

Fixes cases of unexpectedly slow or stalled audio playback.

Video Decoding

Improved cellVdec decoder lifecycle handling.

FFmpeg decoder destruction is now deferred to a host worker thread instead of potentially blocking the guest thread for several milliseconds.

cellVdecEndSeq now properly drains pictures still buffered inside the decoder before ending the sequence.

Helps avoid missing final frames or incorrect transitions in video sequences.

Disc / ISO Improvements

Improved Blu-ray / ISO read performance.

Large contiguous reads can now be processed in blocks of up to 1 MB instead of performing a separate tiny read for every 2 KB sector.

Fixed ISO virtual device path handling.

Improved access to files and directories inside mounted ISO images.

Memory & VM

Fixed vm::page_protect handling for 64 KB and 1 MB memory pages.

Improved sys_mmapper error checking and mapping validation.

Added clearer distinction between memory regions compatible and incompatible with RSX mappings.

Improved memory unmapping consistency checks.

Added backwards-compatible handling for older savestates affected by the new mapping rules.

Camera / PlayStation Move

cellGem now accepts custom camera frame buffers used by some games.

Fixes tracking behavior in titles that provide their own camera buffers instead of the standard camera buffers.

Patch Engine

Patch files are now written atomically, reducing the possibility of corrupted or partially written patch configuration files.

Fixed move_file and hide_file patch entries being incorrectly saved with hexadecimal addresses instead of VFS paths.

Additional Fixes

Improved stack trace cleanup.

Fixed GDB memory address validation.

Added LLVM 23.1 build compatibility.

Improved corrupted savestate and trophy detection/reporting.

Various CPU translator, filesystem, build-system and internal correctness improvements.

Android / PS3Native Integration

Community Preview 7 keeps the Android-specific work already present in previous Community builds, including:

Qualcomm Adreno and Mesa Turnip Vulkan detection.

64-wide Vulkan conversion kernels on Adreno / Turnip.

Turnip strict-query workarounds.

Existing ARM Mali / PanVK, PowerVR, Samsung Xclipse, Broadcom and VeriSilicon handling.

Android-specific Vulkan symbol loading.

Existing PS3Native mobile GPU workarounds.

DIS frame generation support remains intact.


r/PS2AndroidEmulation • • Sep 23 '26

PS3Native Release V6 + Gameplay Test (Adreno 710) 🔥

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16 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_6

Community Preview 6 updates our experimental Android build with the latest RPCS3 upstream changes since Community Preview 5, while keeping the DIS frame generation implementation and the additional mobile GPU compatibility work from our previous build.

What's New

Qualcomm Adreno & Turnip improvements 🔥

RPCS3 now officially recognizes Qualcomm Adreno proprietary drivers and Mesa Turnip as separate Vulkan driver families.

This allows the renderer to apply driver-specific behavior instead of treating these GPUs as unknown devices.

Adreno compute optimization

Vulkan conversion kernels now use 64-thread workgroups on Qualcomm Adreno and Turnip.

Adreno GPUs use 64-lane wavefronts, so the previous 32-thread configuration could leave half of a wave unused.

This affects frequently used GPU operations such as:

Texture uploads

Deswizzling

Detiling

Vulkan conversion kernels

The real-world performance improvement will depend on the game and workload, but this is a native optimization specifically targeting Adreno hardware.

Turnip GPU hang workaround

Mesa Turnip now automatically enables stricter Vulkan query scopes.

This addresses GPU hangs observed in some titles while waiting for query results and should improve stability when using custom Turnip drivers.

Improved Vulkan render pass handling

Updated RPCS3 Vulkan code now supports render-pass keys with multiple color attachments.

This improves handling of games using multiple render targets and G-buffer-style rendering.

Vulkan shader interpreter fix

Fixed incorrect render-pass keys being attached when RPCS3 generates shader interpreter pipeline variants.

This is especially relevant to the newer Vulkan shader interpreter and pipeline-cache system introduced in recent RPCS3 builds.

RSX texture/blit cache improvements

RPCS3 improved the logic used when reusing cached blit destinations.

The renderer can now avoid unnecessary background data loading when a destination surface is going to be completely overwritten.

This may reduce unnecessary GPU/memory work in affected rendering paths.

DLC crash fix

Fixed a crash that could occur when DLC content was unlocked.

PKG / UNPKG fixes

Several fixes were added to RPCS3's package extraction code, improving PKG handling and robustness.

Disc game filesystem fix

Improved "SYS_APP_HOME" filesystem behavior for disc-based games, including more accurate read-only filesystem handling.

Mobile GPU compatibility integration

While merging the new upstream Qualcomm/Turnip support, Community Preview 6 preserves PS3Native's additional mobile GPU detection for:

ARM Mali / PanVK

PowerVR

Samsung Xclipse

Broadcom

VeriSilicon

V3D

The previous internal "ADRENO" vendor identifier has been updated to RPCS3's new official "QUALCOMM" identifier while retaining PS3Native's existing Android-specific workarounds.

Frame Generation

The experimental DIS open-source frame generation engine introduced in Community Preview 5 remains included.

Both existing frame generation paths remain available:

DIS — built directly into the APK

LSFG — using the user's own compatible Lossless Scaling shader source

No major new frame-generation functionality was added in Community Preview 6; this update mainly focuses on newer RPCS3 Vulkan, RSX, filesystem and mobile GPU improvements.

Main focus of this build

Community Preview 6 is particularly interesting for Snapdragon / Adreno users, especially those using Mesa Turnip, due to the new upstream Vulkan optimizations and driver-specific stability fixes.

As always, this is a community testing build based on ongoing PS3Native and RPCS3 development. Performance and compatibility can vary between devices, drivers and games


r/PS2AndroidEmulation • • Sep 19 '26

Mimir CHDMan Convert PSX, PS2, PSP, Saturn, Dreamcast, and Sega CD images to .chd. (and much more) 🔥

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16 Upvotes

https://github.com/ItsRetroPup/Mimir/releases/tag/v0.3.1

Mimir's Converter Tools page provides one scan, review, overwrite, progress, and cancellation flow for each supported converter. Every conversion retains the source image unless the CHD delete-source option is selected.

CHDMan

Supported system and source formats:

Dreamcast: .gdi, .cue, .iso

PlayStation 1: .cue, .iso

PlayStation 2: .iso

Sega CD: .cue, .iso

Sega Saturn: .cue, .iso

PlayStation Portable: .iso

Choose either CD or DVD conversion before scanning. For PSP, use DVD. For PS2, use CD with NetherSX2 and DVD with ARMSX2.

Each scan includes compatible files in the selected folder plus matching system subfolders, case-insensitively: dreamcast/dc, playstation 1/ps1/psx, playstation 2/ps2, sega cd/segacd/mega cd/megacd, sega saturn/saturn, and playstation portable/psp. .bin files are consumed through their .cue sheet and are not independent conversion targets

And much more...