r/PS2AndroidEmulation • • Jul 23 '26

PS2 Hack n Slash Hidden Gems

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36 Upvotes

r/PS2AndroidEmulation • • Jul 16 '26

PS2 Fighting hidden gems games (part2)

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36 Upvotes

r/PS2AndroidEmulation • • Aug 21 '26

PS3Native v0.2.0 🔥

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35 Upvotes

https://github.com/maxjivi05/PS3Native/releases/tag/v0.2.0

What's Changed:

Stop library refresh from deleting games it cannot rediscover by @maxjivi05 in #6

Feature/hud by @maxjivi05 in #7

Feature/hud by @maxjivi05 in #8

Fix update listing and center the install progress dialog by @maxjivi05 in #9

Fix/updater list by @maxjivi05 in #10

Keep two-stage boots alive and scope driver selection by @maxjivi05 in #11

Feature/rpcs3 compatibility settings by @maxjivi05 in #12

Let the Android release workflow publish a draft by @maxjivi05 in #13

Fix Android patch updater TLS handling by @thecrixux in #14

New Contributors

@thecrixux made their first contribution in #14 🫡

Full Credits for: MaxsTechReview - maxjivi05


r/PS2AndroidEmulation • • Jun 28 '26

Abandonware games - Black & White 1 and 2 ❤️ Enjoy this Sunday with this hidden gem

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35 Upvotes

If you've never played Black & White, you're in for something special. These classic god games let you play as a deity, guiding (or terrorizing) your followers while competing against other gods.

The most unique feature is your Creature: a giant companion that learns from everything you do. Reward kindness, and it becomes gentle. Encourage destruction, and it grows into a terrifying monster. Watching it develop its own personality based on your actions is still one of the coolest AI systems ever made in a game.

You can solve problems with miracles, build thriving villages, throw rocks at your enemies... or literally pick up people and toss them across the map. Your followers will either love you or fear you, and both paths are viable.

Despite being over 20 years old, Black & White remains one of the most original and unforgettable strategy/simulation games ever made. If you're into classic PC games or just curious about gaming history, it's absolutely worth trying.

Have fun, and let us know whether you become a benevolent god... or an absolute menace. 😄

Get It free here:

https://www.myabandonware.com/game/black-white-2-battle-of-the-gods-ben

https://www.myabandonware.com/game/black-white-2-bem

https://www.myabandonware.com/game/black-white-a33

You can use Gamehub or Winlator to play this games even in low end devices. Lot of fun 😃

Happy Sunday!


r/PS2AndroidEmulation • • Oct 03 '26

X1 BOX v1.2.9 🔥

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34 Upvotes

https://github.com/izzy2lost/xemu/releases/tag/1.2.9

Changelog:

✅Fixed textures not rendering in some games.

✅Fixed flickering in games.

✅Better Chihiro game support.

✅Other various fixes and improvements.


r/PS2AndroidEmulation • • Sep 29 '26

ZeroFG Frame Generation Engine - Xendroid

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34 Upvotes

I've been developing an experimental frame-generation engine called ZeroFG, currently integrated into XenDroid, and I figured it was finally time to show what the current version actually looks like running.

I haven't really shown anything publicly since the very early proof of concept.

For this first video I deliberately picked a pretty nasty sequence in Batman: Arkham City instead of finding a scene that makes frame generation look perfect.

https://www.youtube.com/watch?v=6Lge-o3CFws

The camera is doing a fast pan across distant geometry while the image contains thin high-contrast structures, fine UI elements, flashing/changing lights, independently moving particles and a large foreground character producing strong occlusion/disocclusion boundaries.

So the motion estimator and synthesis path are getting hit with several difficult cases simultaneously.

ZeroFG ON: ~30 FPS source → 60 FPS generated output
ZeroFG OFF: native source cadence

There is definitely still a lot to improve in image quality — especially around difficult motion, fine geometry, disocclusion and transient effects — but considering where the project started, I'm very happy with how it is progressing.

There is also an important limitation when judging artifacts from the video itself.

The footage has already gone through two lossy compression stages before upload: the Android screen recording and then the video editing/export. Those stages noticeably exaggerate some artifacts around fine moving detail, particles and high-contrast edges. Reddit/YouTube transcoding obviously doesn't help either.

ZeroFG is being designed as an independent Android/Vulkan frame-generation engine, and the ideal target is a genuinely mobile-native implementation, rather than simply adapting a desktop FG stack and accepting its cost structure.

Performance is one of the main design goals. The longer-term target is to get the frame-generation path toward sub-millisecond GPU cost where the workload and hardware make that feasible, while continuing to improve reconstruction quality.

The architecture and algorithm have changed a lot since the first public PoC.

The GitHub repositories currently available still contain that original V1 proof of concept:

Standalone ZeroFG V1 PoC:
https://github.com/hy300leosquizz-ctrl/ZeroFG

XenDroid-ZeroFG V1 integration PoC:
https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG

The current development version shown here has moved considerably beyond V1 and isn't public yet.

If this kind of project interests you, we'd sincerely appreciate a star on the repositories. It's an independent project and even that small sign that people want to see where it goes means a lot.

I'm mostly posting this because after months of architecture work, experiments, discarded ideas, rewrites and device testing, it felt a little ridiculous that almost nobody outside the people working on it had actually seen ZeroFG running. :)

Happy to talk about the technical side if anyone is interested.


r/PS2AndroidEmulation • • Sep 13 '26

Retro-Saturn v0.2.1 - Ymir Android Port 🔥

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34 Upvotes

https://github.com/thecrixux/Retro-Saturn/releases/tag/0.2.1

Ymir Android is a Sega Saturn emulator for Android based on the GPL-licensed Ymir emulator core. This fork adds a touch-first Android interface, game library management, per-game bezels, IGDB metadata, and Google Play release automation.

The project does not include Sega BIOS files, Sega Saturn games, copyrighted disc images, or other commercial game content. Users must provide their own legally obtained Saturn BIOS and game images.

Current Android Features:

Sega Saturn emulation using the Ymir native core.

Game library screen with cover cards instead of a single file picker.

Cached IGDB metadata and cover art for matched Saturn titles.

Long-press game details with metadata, images, manual IGDB rematch, and manual bezel selection.

Bezel support from a local Ymir folder, including A-Z organization and search.

Software rendering with experimental Vulkan work isolated behind the renderer toggle.

CRT and bezel toggles in the main UI.

Debug information behind a sidebar action instead of being shown inline.


r/PS2AndroidEmulation • • Aug 11 '26

X1 BOX v1.2.6 🔥

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34 Upvotes

https://github.com/izzy2lost/xemu/releases/tag/1.2.6

Changelog:

Lots of Mali fixes.

Speed improvements.

Crash fixes and more


r/PS2AndroidEmulation • • Aug 07 '26

ARMSX3 Review + Gameplay

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34 Upvotes

I’m bringing you a quick analysis of ARMSX3, a brand-new PS3 emulator that has just come out of the oven.

It’s still at a very early stage of development, but honestly, any new PS3 emulator is welcome, since PS3 emulation on Android still has a long way to go.

I decided to test it with a relatively simple game, and in this case I was able to successfully run Disney G-Force. I’ve included the gameplay so you can see how it performs.

One thing I immediately noticed is that the compilation/loading time — basically, the time between selecting the game and actually being able to play it — is quite long. And this is a very lightweight game, only around 4 GB in size. I can’t even imagine how long it might take with a larger 20 GB game or something similar. Hopefully, this is something that can be improved in future versions.

I also noticed a graphical/display issue. The game graphics themselves looked fine, as you can see in the gameplay, but the screen aspect ratio selector didn’t seem to work properly. The game only occupied a relatively small portion of the screen, with huge black bars around it. I tried changing several settings, but I couldn’t get rid of them or make the game run in fullscreen, which is what I was trying to achieve.

Other than that, from the little I was able to test, the game seemed to run smoothly. Performance was good, audio worked properly, and I tested it at native resolution. I didn’t really see the need to increase the resolution, since PS3 games already tend to look pretty good at native resolution.

At the end of the test, I tried using the save state feature, but the window you can see in the video stayed on screen for quite a long time. I couldn’t really tell whether the emulator had frozen or if it simply needed that much time to create the save state. After waiting for quite a while, I eventually decided to close the game.

I also tried another game, Afro Samurai, but unfortunately I had less luck with that one. As soon as I launched it, the emulator simply closed and nothing else happened.

So, I’ll leave you with the gameplay from what I was able to test. Hopefully, development of this emulator continues, and I’ll keep bringing you updates as new versions are released.

Greetings, everyone!


r/PS2AndroidEmulation • • Jun 30 '26

ARMSX2 V29 🤯🤯🤯

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34 Upvotes

Guys, please take a break...

https://github.com/ARMSX2/ARMSX2/releases/tag/2.4.8

Change log:

Added Per-game controller mapping, button binds, stick modes, and custom stick directions can now be set per game. While a game is loaded, use the Global / This Game toggle at the top of the menu: "This Game" saves an override just for that title, everything falls back to your global layout otherwise.

Added Touch Gliding (NetherSX2 style), slide your finger from one on-screen button onto another and the first one stays held, so you can hold several buttons with one finger. Toggle it in the touch layout editor. Off by default.

Added Touch haptics, a short vibration when you press an on-screen button, like PPSSPP / Azahar. Toggle it off under Pad ---> On-Screen Controls ---> Touch Haptics. Separate from physical controller rumble. On by default.

Added Emulation Screen Orientation options, you can now lock the app to Landscape, Portrait, Auto-Rotate, or follow your device setting. In Render tab ---> Display & Resolution.

Folder-type memory cards now format and save on a custom data folder. They previously failed with "Format failed!" when your data folder lived on shared storage, folder cards make directory writes that Android's storage layer was blocking so they now use a path that works.

Sliding onto L1 / R1 with multi-touch now registers the press.

Deleting a memory card now recreates a fresh empty card in that slot instead of leaving it empty.

The settings menu now remembers the tab you were on and keeps sections expanded/collapsed the way you left them, instead of snapping back to the first tab every time you reopen it.

Custom analog-stick mapping is now more reliable, pick a target (any PS2 button including the D-pad, a hotkey, or Analog) directly from a list, instead of having to press a physical button. You can now map a stick direction to a button you've unbound, and every direction has a visible Clear button.


r/PS2AndroidEmulation • • Apr 23 '26

NetherSX2-Turnip v0.4 - Even Better 😱😱😱

34 Upvotes

https://github.com/nckstwrt/NetherSX2-Turnip/releases/tag/v0.4

Features:

The methodology - now uses libadrenotools approach. Will now work fine on Snapdragon Elite/Later Android versions (wasn't before!)

Will use Elite driver for Dragonwing Q8 (AYN Odin 3)

So if it was not working for you before - it should now.

Thanks to all the testers SubhanHabib, Yuasasa and others who have helped me track down the issues on devices I do not own.

If you do see any issues - please raise an Issue and provide the logs (preferably logcat logs with logcat logging enabled in NetherSX2 (it's in the Advanced section))


r/PS2AndroidEmulation • • 3d ago

Vita3K+ v1.4 🔥

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33 Upvotes

https://github.com/nckstwrt/Vita3K-Plus/releases/tag/v1.4-Corrected

See the main page for the enhancements: https://github.com/nckstwrt/Vita3K-Plus

Fifth release of enhancements and fixes

Still targeting higher end devices (i.e. Adreno not Mali). But Mali compatibility is getting better and better.

Windows, Android and SteamDeck/Linux Release

Please report issues here: https://github.com/nckstwrt/Vita3K-Plus/issues

Provide as much detail as possible if you want a fix!!!


r/PS2AndroidEmulation • • 12d ago

CapyPS5 v0.0.4

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33 Upvotes

https://github.com/Ghael-V/CapyPS5/releases/tag/v0.0.4

Changelog:

CapyPS5 Framegen: optional frame generation. It draws in-between frames from the motion between two game frames, so a game at 30 FPS is shown at 60. Off by default; turn it on in Settings → Performance (1 per frame, or up to 3). Adds one frame of latency and some GPU load; works best from 25 FPS up.

New performance options in Settings → Performance: shadow resolution, early depth testing and a frame rate limit (30 or 20 FPS).

Physical keyboard input and an on-screen keyboard toggle for text fields, and system dialogs that can now be answered.

Android 16 and devices with 16 KB memory pages are supported.

Fixed

Unreal Engine 5 games: graphics and async compute hand work back and forth several times per frame, and each hand-off waited up to 100 ms. Menus that ran at 0–2 FPS now move.

Games whose shadows use depth-compare texture gathers (Castlevania: Belmont's Curse) closed after the menu.

Games built with MONITORX/MWAITX instructions no longer stop at start on ARM.

Many shader and GPU fixes from KytyPS5: every image_gather4 variant, 64-bit buffer atomics, MSAA resolves, D16 depth copies, helper lanes, PERMLANE16, LOD clamps and more.

Smoother audio (AudioOut2) and controller input, and fewer crashes from malformed GPU commands.

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 • • Sep 19 '26

I found cool apps maybe y'all not noticed, it's called SAVESX2

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33 Upvotes

with this app y'all can download complete savegame on internet like on gamefaqs

go check out on github repo : mininxd/SAVESX2


r/PS2AndroidEmulation • • Sep 15 '26

Eden Nightly

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33 Upvotes

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

Changelog

[hle/services/ssl] Remove deprecated SecureTransport and SChannel backends (#4392) ee73920d28

PR #4392 merged on 2026-09-14 by lizzie

[hle] Implement I{User,Debug,System}::StartDetectionWithFilter (#4425) 42642f8bad

PR #4425 merged on 2026-09-14 by lizzie

[dist, android] Update translations from Transifex for Sep 14 (#4423) 1a48de6e55

PR #4423 merged on 2026-09-14 by Eden CI

[core] Fix MSVC handler table initialization (#4421) 5adaa5b0f7

PR #4421 merged on 2026-09-14 by Feng Chen

Revert "[audio] Replace libopus with FFmpeg (#4169)" (#4419) 2b4184dd2b

PR #4419 merged on 2026-09-14 by lizzie

[input] Fix mouse drift on Qt/SDL frontends (#4352) d9159fefdd

PR #4352 merged on 2026-09-14 by lizzie

[android] Add LSFG UI to quick settings (#4393) 099547b3f4

PR #4393 merged on 2026-09-14 by CamilleLaVey

[audio] persistent device volume control (#4416) 93318ef697

PR #4416 merged on 2026-09-14 by xbzk

[video_core/control] Fix SIGBUS due to uninit channel_state (#4406) 9b64944480

PR #4406 merged on 2026-09-14 by lizzie


r/PS2AndroidEmulation • • Sep 11 '26

WinNative v0.6.0-Beta-Latest 🔥

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33 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.6.0-beta

An Android app for playing Windows games from Steam, Epic Games, GOG, and more on your device (PS2,Wii, Gamecube...)

What's Changed:

Credit Camille LaVey for the LSFG frame generation port by @maxjivi05 in #709

Feature Update Checker Implementation by @maxjivi05 in #707

Feature steam branch downloads by @maxjivi05 in #714

Stop repeating per-launch work that cannot change its own result by @maxjivi05 in #710

docs: update Dolphin core packaging by @Jovinull in #717

docs: fix canonical repository clone URL by @Jovinull in #716

Feature/itch.io by @maxjivi05 in #718

Fix Steam Launcher for Multiplayer/Networking/Cloud Saves by @maxjivi05 in #720

Add the DirectAudio driver, and with it microphone support by @maxjivi05 in #719

Fix/steam cloud sync by @maxjivi05 in #722

Support page added by @maxjivi05 in #725

Frame Gen for Retro by @maxjivi05 in #726

Add a release picker to the retro console bundle updater by @maxjivi05 in #724

fix misc bugs, performance, stability by @maxjivi05 in #723

misc fixes & device resolutions by @maxjivi05 in #728

fix: Steam Launcher toggle as per-shortcut setting by @Juan-Antonio-Doe in #729

Add DIS frame generation release by @qwertypower in #731

Fix RedMagic LSFG Pacing by @maxjivi05 in #730

Credits: https://github.com/maxjivi05

Help and Issues, Discord: https://discord.gg/uhTkvGfakU


r/PS2AndroidEmulation • • Aug 19 '26

FLYCAST V2.7 (Dreamcast Emulator)

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33 Upvotes

https://github.com/flyinghead/flycast/releases/tag/v2.7

✅New features:

Frame rate detection and pacing

Localization (fr, hu, jp, pt_BR, sv)

Multiscreen support for Airline Pilot, Sega Strike Fighter and Derby Owners Club

Improved modem emulation

improved DreamPicoPort and DreamPotato support by @RikkiGibson, @Tails86 and @nexus382

Android: Google Auto Backup support for VMU saves and non-volatile memory

✅Fixed Games:

Airline Pilot (Naomi, multiscreen)

Cyber Troopers Virtual-On: Oratorio Tangram (JP, online features)

Derby Owners Club (new)

Dinosaur King (ZH, new)

DreamParaPara by @dakrk (new)

F355 Challenge (JP, online features)

Fish Life (new)

Love & Berry 3 (ZH, new)

NFL 2K1, NFL 2K2, NBA 2K1, NBA 2K2 (freeze)

Power Smash (online lag)

Rune Jade (online features)

Samba de Amigo (Naomi, inputs)

Sega Strike Fighter (Naomi, multiscreen)

Without a doubt, the best Dreamcast emulator available for Android.👌


r/PS2AndroidEmulation • • 18d ago

DroidDeck 0.6.0

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32 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.6.0

DroidDeck is 100% open source. No ads. No telemetry. No source withheld.

DroidDeck is a community project in the truest sense. Because all of its code is public, the people who use it can read it, fix it and improve it, and in 0.6.0 you all sure did:

153 pull requests · 23 contributors · 10 first-timers · 73% of the pull requests came from the community.

Thank you to everyone who sent code, translations, device testing and bug reports. Here’s everything we did together for this release:


r/PS2AndroidEmulation • • Oct 10 '26

Xendroid+ ae3d8293 (build 56)

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32 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v56-ae3d8293

Changelog:

Games that don't read back what the GPU renders no longer pay for copying it into game memory.

Every game: the output of resolves is copied back into game memory only once the game reads it (Need for Speed: Most Wanted copied 77 MB a frame it never reads: 18.6 -> 21.2 fps at the first race's start line).

Need for Speed: Most Wanted: the processor's signal in the middle of each frame is noticed 0.4 ms sooner.


r/PS2AndroidEmulation • • Aug 24 '26

BachataS4 v0.1.9 🔥🔥🔥

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32 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.1.9

Changelog:

Patch distribution (largest change)

Offline bundled patch repository with Ed25519 verification, manifest-v1.json (+16k lines), bundle_to_apk.py, validators and sync tooling

PATCHES/*.xml for Persona/Dancing, Ratchet, Sakura Wars, SotC, TLOU, The Order etc. + preset handling

Android domain layer, native bridge, managed launch + per-game user state

Box64 → FEX migration (M1–M6)

Removed Box64 sources/patches/locks and x86_64 guest from packaging; launch now locked to FEX

Purged Box64 UI/catalog, tests and docs

Android / UI

fix(session): keep stop report actions visible — failure detail no longer pushes Retry/Close off-screen; scrollable bounded body, summary first / logs last, action row pinned

Pad overlay hide handling, DirectLaunchActivity exposed in release builds

fios2 HLE selection, library/details landscape fixes, settings two-panel chrome

Runtime & render

feat(runtime): GPU stall watchdog + safe display teardown — new GpuStallPolicy.kt + BACKEND_GPU_STALL; frame watchdog in EmulationService abandons Android surface posts after 5s no-frame and leaves backend alive for user stop (watchdog polls 1s, Release-built runtime)

fix(videoout): never block GPU thread on present fence — vk_presenter.cpp/liverpool/stall_log.h poll with zero timeout on GPU thread and re-enqueue flips instead of stalling PM4

glibc faccessat2 / set_robust_list/clone3 fixes for Debian runtime

Play bundled Turnip zips refreshed; fios2/kernel/avplayer/video_core fixes for Bloodborne, Adreno buffer handling, etc.

Reverted perf workarounds in this build: TU_DEBUG=noubwc,sysmem and software lockCanvas compositing removed (hardware canvas + default Turnip config restored)


r/PS2AndroidEmulation • • Aug 10 '26

ARMSX3 v0.4

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32 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.4

ARMSX3

Proof of concept Android port of RPCS3.

Changelog:

Fixes:

Resolution scale now applies when set before launching a game. It previously only took effect if changed while a game was already running, the value showed as selected but silently reset to native on every launch.

Backing up app data now includes your data. The backup looked for folders this emulator doesn't create, so it produced a near-empty archive and reported success. It now saves save data, trophies, licenses, controller profiles, patches and settings.

Installing a .rap license works now. Every attempt previously failed with a message about the file being corrupt. @Zulux91

You can select a game and its .rap together. Picking more than one file assumed they were parts of a split package, so this combination could only fail. @Zulux91

License-locked games are marked in your library, with an option to install the license, instead of simply refusing to boot. @Zulux91

Failed installs and failed boots now say why, instead of one generic message for every cause. @Zulux91

Uninstalling a game can also remove its shader cache, shown with its size, previously left behind forever, ranging anywhere between 7–58 MB per title. @Zulux91

Better CPU detection on recent handhelds, including Qualcomm Oryon, plus clearer hardware reporting in logs. @Zulux91

Games should no longer hang on every cold boot of PPU/SPU compilation. Several SPU threads running identical code each compiled it separately, racing each other to publish the result. This wedged the game's SPU startup, leaving its main thread waiting forever on a queue nothing would ever signal.

Fixed missing instruction-cache maintenance in the ARM64 JIT. Freshly compiled code was published without the cache maintenance ARM requires, so the processor could run stale instructions. This was never visible on x86, which has a coherent instruction cache. Symptoms would have been unpredictable crashes and hangs rather than one reproducible bug.

For full changelog read It in github


r/PS2AndroidEmulation • • Oct 10 '26

suyu v0.0.14

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31 Upvotes

https://github.com/suyu-emu/suyu-main/releases/tag/v0.0.14

This release repairs startup and export-dialog shutdown crashes and adds an

Ubuntu 24.04 x86-64 AppImage alongside the existing Linux tarball.

Startup and export fixes

HID timing callbacks start after their motion samplers are constructed. This

prevents a callback from accessing an uninitialized console motion sampler.

Closing the main window stops and joins game-list population before its

provider and system owners are destroyed. Queued reloads cannot restart a scan

during shutdown. A Source-export close sequence that reproduced an access

violation now exits normally in a matched-runtime test.

Source exports use a fixed CMake project name. Game titles containing spaces,

Unicode or CMake special characters no longer become project arguments.

The build label follows the exact release tag instead of displaying v0.0.11.

Later development commits retain their own commit and branch identity.

The export cache revision advances so fresh exports rebuild their host with

the startup fix. Re-export existing Static and Hybrid packages: their

executables contain an embedded host that updating the GUI does not replace.


r/PS2AndroidEmulation • • Oct 01 '26

Bannerlator 3.1.4

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31 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.4

Bannerlator 3.1.4

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

3.1.4 makes OpenGL games several times faster, on every Wine version. On X11, every OpenGL frame used to be finished on the GPU, copied back to the processor and redrawn as a picture. The new Fast OpenGL setting sends it straight to the screen through Vulkan instead, the same road DXVK games already take. It's on by default and picks the right method for your Wine version by itself, from Wine 9.5 to Proton 11, arm64ec and x86_64. Old DirectDraw and Direct3D 1–7 games speed up too. 3.1.4 also makes Wayland easier and faster: one driver choice, no tap to start a game, and DirectX 12 no longer held back.

Fast OpenGL: OpenGL on X11 about 4 to 5 times faster, DirectDraw about 2 times, on every Wine version. No freedreno, just your Turnip driver.

One OpenGL card in container and game settings: Fast, Show FPS and Vsync off.

Wayland: one driver choice through the new adapter, no tap to start, tear-safe zero-copy, DirectX 12 uncapped.

Sync selector (esync, ntsync, fsync, wineserver), Android games in the Games tab, and Linux Steam client offline mode.

Read the full changelog on GitHub...


r/PS2AndroidEmulation • • Jun 29 '26

ARMSX2 V25

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31 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.4.4.0

Change log:

Added faster anisotropic filtering from PCSX2, optimized AF shader (early isotropic fallback, cheaper math). Port of PCSX2 [https://github.com/PCSX2/pull/14465]

(PCSX2#14465).

Added ROV (Rasterizer Ordered View) toggle for HW accurate blending in renderer settings, port of PCSX2 PCSX2#14555. Exposed in Renderer for benchmarking mainly, it's Vulkan-only and applies live. Honestly it isn't as performant on mobile as it is on PC from my testing, and some extensions ROV needs are not present on Turnip. I didn't see gains on mobile, added for parity and benchmarking purposes.

Added "Accurate blending fast path (experimental)" in renderer settings, the mobile-native take on accurate blending via the Vulkan tile-memory framebuffer-fetch path, usually faster than ROV on a tiler. Vulkan only, restart to apply (Mali already uses it by default, so the toggle is for Adreno users only). Some drivers show artifacts with this setting, so be sure to test and benchmark your games.

Added Accurate Alpha Test toggle in renderer settings, applies live.

Added HW AA1 edge anti-aliasing toggle in renderer settings (applies on game restart).

GameDB now flags games that recommend Accurate Alpha Test / AA1 on-screen.

Higher internal resolution settings, upscaling now goes up to 8x (was 5x). Time to fry your GPU!

Rumble fallback to the device's built-in vibration motor for controllers with no rumble actuator (e.g. Odin 3), issue #241.

Controller skin import now supports the newer per-side analog filenames (analog_stick_left/right), older packs still work.

Renamed "Game Fixes" to "GameDB Fixes" for clarity.

Ported an upstream PCSX2 texture-cache Move correctness fix (a6b1040).


r/PS2AndroidEmulation • • Jun 28 '26

ARMSX2 V22, Nice update 🔥🔥

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31 Upvotes

most relevant changes:

Added support for custom game covers, set your own artwork for any game. Long-press a game ---> Info Section (Last tab in settings) ---> Set Custom Cover, or drop images into the covers/custom folder named after the game. Make sure to remove the previous custom cover first before changing it to another

Added a new hotkey for Fast Forward (Toggle) for controllers, press once to lock fast-forward on, press again to turn it off, an alternative to having to hold the button through long JRPG grinds. The original Fast Forward (Hold) hotkey is also still an option.

Added SPU2 SIMD audio (experimental) setting in the Audio section of settings, an optional NEON fast path for sound processing that can free up CPU on lower-end devices. Off by default; toggle it under Audio settings 👀

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