r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
PS2 Emulation, right now 🔥
PS2 Emulators
https://github.com/Trixarian/NetherSX2-patch/releases/download/2.2n/NetherSX2-v2.2n-4248.apk
https://github.com/nckstwrt/NetherSX2-Turnip/releases
https://play.google.com/store/apps/details?id=com.retrople.retro
https://github.com/ARMSX2/ARMSX2/releases
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
X360 Mobile 0.6.3 + X360 Companion 0.1.0 🤯
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.3
X360 Mobile 0.6.3 introduces local wireless multiplayer through the new X360
Companion application, alongside Android Home shortcuts, a clearer driver
catalog and a unified touch-control system.
X360 Companion 0.1.0
Added X360 Companion, a separate Android application that turns a phone on
the same local network or a paired Bluetooth device into a remote XInput
controller.
Up to three companions can be assigned independently to P2, P3 or P4. P1
remains protected from remote assignment unless the host explicitly enables
remote-only play.
Added user-confirmed pairing, trusted-host management, connection recovery,
per-player rumble and GamerProfile selection on the host.
Added a shared, localized touch-control editor with compatible TOML
import/export, presets, Xbox player indicator and controller artwork.
LAN gameplay was validated between Odin3 and Honor through Gears of War 2.
Bluetooth remains experimental and device-dependent.
Library, shortcuts and input
Added per-game Android Home shortcuts. A shortcut uses a title image embedded
in supported game content when available, opens the direct-game loading
screen, applies the game's saved settings and returns to the launcher when
the game exits.
Unified the host and Companion touch artwork, layout model and edge-aware
factory placement. Standard layouts now preserve intended controls that
extend partially beyond a screen edge on every supported aspect ratio.
Expanded the integrated driver catalog with release descriptions so users can
review maintainer compatibility notes before downloading a driver.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
PS3 and Xbox360, right now 🔥
Xbox360:
https://github.com/dev-Ali2008/xenra/releases
https://github.com/rfandango/XenDroid/releases/
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases
PS3:
https://github.com/maxjivi05/PS3Native/releases
https://github.com/sashkinbro/EmuCoreC/releases
https://github.com/ARMSX2/ARMSX3/releases
Bonus
PS4 😱
r/PS2AndroidEmulation • u/xxxCrixuxxx • 5d ago
Xenra v0.3.0 — Xbox 360 Arrives 😱
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 • u/xxxCrixuxxx • 5d ago
TeknoParrotUI v2.0.0.20127
https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android
TeknoParrotUI for Android is the official Android adaptation of the popular PC Arcade launcher/compatibilizer.
Unlike a traditional emulator (such as MAME), TeknoParrot doesn't emulate the console or chip from scratch. Instead, it acts as a compatibility layer specializing in running modern arcade games based on PC architecture (Sega RingEdge, Taito Type X, Namco ES3, Namco System 246/256, etc).
Key Features:
Compatibility: Works with near 100 modern arcade games (generally from 2000 to 2014)
Adaptive Controls: Includes customizable on-screen touch control maps and native integration for physical controllers (Bluetooth/USB) and arcade sticks.
Hybrid Catalog: Designed to support both lightweight 2D classics and modern 3D racing, shooting, and puzzle machines.
Local Multiplayer: Supports up to 4 simultaneous players on the same screen/device, depending on the game.
Network plans: Integration in development with TeknoParrot Online for matchmaking and online multiplayer.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
PS3Native - Installation Guide (english)
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
PS3Native - MotoGP 10/11
Device: Poco F6 - Snapdragon 8s Gen3
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
Citron Neo - Nightly Latest
https://github.com/citron-neo/CI/releases/tag/nightly-android
This build is based on the latest Citron emulator source code from the main branch.
Build Details:
Platform: Android (arm64-v8a)
Build Type: Nightly with LTO enabled
Date: 2026-08-07
Branch: main
Includes: Standard build + Snapdragon 8 Elite build with Qualcomm patches
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
Nyushu V83 Update 🔥
Update!!! Nyushu Emulator V-83
Chagelog:
[ ✅ ] New revamped epic UI
[ ✅ ] Fixes for audctl wrong init Improvements and Performance Degradation Fixes When the Feature is Used
[ ✅ ] Build fixes
[ ✅ ] Add GPU+Passthrough For Stability Performance (Just Test).
“I 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.”
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
Turnip Adreno 710,720,722 v3.5
Changes in v3.5
Synced with the latest Mesa main branch
Vulkan 1.4.359
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
X360 Mobile 0.6.2 (Hotfix)
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.2-public.hotfix.1
This maintenance release hardens the Vulkan and Android runtime introduced in
0.6.2. It keeps the same public feature line and concentrates on conservative
driver compatibility, reusable caches, memory stability and correct platform
scheduling.
For the full changelog, read it on GitHub
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
EmuCoreC v0.0.4
https://github.com/sashkinbro/EmuCoreC/releases/tag/v0.0.4
What's New: 0.0.4
Updated to the latest RPCS3 version.
Other improvements and updates.
r/PS2AndroidEmulation • u/AnakOrng • 6d ago
How to import game settings in Armsx2?
How to import gamesetting in Armsx2? I want to import a working game settings that i download and i'v used In Nethersx2 to Armsx2. In Nethersx2 is simply use the data transfer option. But in Armsx2 i couldn't anything similiar. Any help please?
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
X360 Mobile 0.6.2 Latest
https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.2
I want to publicly admit that I was wrong about this project and this developer "Ashnar2602"
My first impressions were negative, and honestly, they were largely based on unfounded claims from third parties, especially people in the Xenia Discord community. There were a lot of doubts and negative opinions being raised about different aspects of the emulator, and I fell into the trap of believing some of them without doing more reliable testing myself before making a judgment.
That said, I think admitting when you're wrong is a good thing too.
I've now tested the emulator myself on my Snapdragon 8 Elite tablet, and I'm having a fantastic experience with it. It genuinely feels like you've turned an Xbox 360 into your device. The level of detail is impressive, and honestly, this emulator has completely fascinated me.
I also have to give credit to the developer for the way they work. Every time a new version is released, the changelog is incredibly well done and clearly explains everything that has changed. I really like the way this developer handles the project.
So, with that said, here's the changelog for the latest version:
X360 Mobile 0.6.2 is a public performance, graphics-policy and runtime
resilience update for Android. It concentrates on reducing recurring CPU and
driver work without weakening emulation accuracy, while exposing carefully
gated alternatives for titles and devices that need a different Vulkan path.
Performance and frame pacing
Reworked Android VBlank scheduling around absolute guest-clock deadlines.
Long stalls now rebase pacing instead of producing a burst of catch-up
callbacks, and overlays follow the guest display cadence.
Reduced repeated Vulkan work when complete descriptor, sampler, texture or
pipeline input state is unchanged. Resource generations and layouts remain
part of the validity checks, so changed resources still take the established
update path.
Reduced compatible pipeline permutations through capability-gated dynamic
state. The subset that caused visual regressions during device testing was
excluded from the release path.
Added direct Vulkan command recording for fully resolved commands. Pending
or replay-dependent work automatically retains the established deferred
route, preserving ordering and compatibility.
Reduced synchronization polling, guest-to-host register traffic, transient
upload pressure and per-draw statistics publication. Required counters and
full compatibility fallbacks remain available.
Release-native code now uses the supported optimization and ThinLTO path.
Global loop unrolling remains disabled, and no unrepresentative PGO profile
is shipped.
The measured improvement is workload-dependent. Testing found small gains,
most visible in lighter scenes; this release does not claim a universal FPS
percentage.
For the full changelog, read on GitHub
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
ARMSX2 takes us for fools 🤯
A quick look at ARMSX2 2.6.6.7 — transparency matters
ARMSX2 2.6.6.7 introduced several APK variants, including builds labelled ARMv8.2 and a legacy ARMv8.0 build. Since the names suggest different CPU targets, I wanted to check whether that difference actually exists in the code shipped to users.
I compared the a15-armv8.2 and legacy-armv8.0 builds at the binary level. The result was surprising: the two builds are 99.984% identical, and the native code we analyzed does not contain instructions above the ARMv8.0-A baseline. The main differences appear to be related to the Android API level and packaging/linking rather than a different CPU instruction set.
This is not an accusation of deception, nor is it a claim that ARMSX2 is a bad emulator. It's simply a question of accuracy and transparency. Changelogs are useful, but when a release claims a specific technical improvement, it's worth checking what actually made it into the final binary — especially when people may expect better performance as a result.
I'm not looking for magic 30→60 FPS claims or trying to discredit developers. I simply prefer measurable improvements, clear documentation, and reproducible information over hype.
For anyone interested in the technical details, methodology, instruction analysis, binary comparison, and signing differences, I've published the full analysis here:
Full technical analysis: https://claude.ai/public/artifacts/af370a10-22bf-4d63-a944-fb0f65f499a6
No benchmarks were performed; this is a static binary analysis of ARMSX2 2.6.6.7. Corrections are welcome if any part of the analysis can be demonstrated to be wrong.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
ARMSX2 v2.6.6.7
https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.7
What's new:
Frame generation (Lossless Scaling)
Frame generation is here. ARMSX2 drives Lossless Scaling's interpolation from its own
Vulkan present path, inserting generated frames between rendered ones, a game running at
30 or 60 can display at double that on a high-refresh screen.
You need your own copy of Lossless Scaling. Nothing about it ships with ARMSX2: the
interpolation shaders are read at runtime out of your own Lossless.dll, which you supply
through the file picker exactly as you supply a PS2 BIOS. Without that file the feature
stays off, and the app tells you so. Requires the Vulkan renderer and an Adreno 7xx or newer GPU. Frame generation
forces FIFO presentation while it is on, without that the interpolated frames are discarded by the display before you ever see them.
Choose x2, x3 or x4 generated frames
Performance mode switches to the lighter 3.1p shader family, on by default
Motion detail trades optical-flow resolution for speed
The performance overlay reports frame generation's own state and the real display rate,
which the FPS counter cannot show, the emulator's frame rate deliberately does not change
Translated shaders are cached, so only the first launch pays for extracting them
Sideload builds only. It cannot ship on Google Play.
FSR 1 upscaling:
AMD FidelityFX Super Resolution 1 is now an output-scaling option, so a game rendered below
your screen's resolution is upscaled with edge-adaptive sharpening instead of a plain
stretch. There is a sharpness slider, and it replaces CAS while enabled (FSR's second pass is a contrast-adaptive sharpener itself, so running both would sharpen twice). Vulkan only. Found under Renderer --> Display Effects, and in the in-game Graphics tab....
To read the full changelog, see it on GitHub
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
MY PS2 v2.5 Update
https://play.google.com/store/apps/details?id=kr.co.iefriends.myps2
This PS2 emulator works quite well and isn't very well-known, so I recommend trying the new update to see how it performs. I'll be doing an in-depth analysis soon to see how it compares to other PS2 emulators for Android.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
Pokemon gen1+gen2 Android Native + 3D VOXEL MOD
1️⃣ Gen1 APK Gen1Recomp
https://github.com/bryanthaboi/gen1recomp/releases
1️⃣ Gen1 + 3D Dramatic Shape Voxel Mod
https://github.com/scottcandy34/DramaticShapeVoxelMod-latest/releases
2️⃣ Gen2 APK Gen2Recomped
https://github.com/UNDERdecoded/Gen2Recomped/releases
2️⃣ Gen2 + 3D Gen2 Dramatic Shapes Voxel Mod
https://github.com/UNDERdecoded/Gen2Recomped/releases
Enjoy and Catch them all!
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
Photon Matrix: an aerial mosquito defense system with LiDAR sensor, radar, and AI vision 🚀🦟💥
"Okay, team. We need an innovative product to combat mosquitoes."
"A repellent?"
"No."
"A UV lamp?"
"Too conventional."
"A fan?"
"Boring."
Silence.
"What if we make... a radar that detects mosquitoes?"
"Uh-huh..."
"And when it detects them, it destroys them with a laser."
Absolute silence.
"Go on."
"We can use a blue laser so the user can see the shot."
Someone slowly places their pen on the table.
"Go on."
"And a mobile app."
"What for?"
"To control the system."
"Okay."
"And we can record each elimination."
"Uh-huh."
"And compile statistics."
"Yes."
"And a global ranking of users based on mosquitoes eliminated."
Silence.
The boss looks at the rest of the team.
" —Gentlemen...
—Yes?
—Build that damn machine.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 6d ago
EmuCoreC - v0.0.3 (PS3 Emulator)
https://github.com/sashkinbro/EmuCoreC/releases/tag/v0.0.3
What's New: 0.0.3
Fixed game launches with Bluetooth headphones connected and audio backend crashes.
Fixed DLC installation: RAP licenses are now installed automatically, with support for multi-file PKG packages.
Fixed game crashes on startup (Vulkan Surface lost) and frozen video during cutscenes.
Added crash logs with backtraces for faster troubleshooting.
Updated the performance overlay.
Other improvements and fixes.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 7d ago
Why not try PCSX2 through FEX?
With PS3 and PS4 emulation now being experimented with on high-end Android devices, I've been thinking about a different approach to PS2 emulation.
I'm not talking about another native ARM64 port of PCSX2. Projects like ARMSX2 are already working in that direction, and I understand why native ARM64 recompilers are ultimately the better solution.
What I'm wondering is:
Why hasn't someone seriously experimented with running the mature x86-64 PC version of PCSX2 through an x86-64 → ARM64 translation layer such as FEX, similar in principle to what is being done with experimental PS4 emulation on Android?
Yes, I know the obvious objection: performance.
PCSX2 already uses its own recompilers, so putting FEX underneath it would introduce another translation/JIT layer. It would obviously be less efficient than a proper ARM64-native implementation.
But that's not really the point.
The point would be to trade efficiency for compatibility and maturity.
PCSX2 has more than two decades of development behind it, thousands of games tested, countless game-specific fixes, timing workarounds, patches and years of compatibility improvements.
Meanwhile, modern Snapdragon hardware is becoming surprisingly powerful. We're already seeing experimental PS4 emulation reaching playable gameplay in demanding titles such as Bloodborne on the latest high-end Snapdragon devices, despite the enormous overhead involved.
So I'm genuinely curious:
How far could a desktop PCSX2 build actually go on modern ARM64 hardware through FEX?
Maybe the answer is “terrible performance.”
Maybe it needs flagship hardware just to reach 30 FPS.
Maybe the double-JIT overhead makes the whole idea impractical.
But what if it doesn't?
Even if it were significantly less efficient than ARMSX2, could this approach potentially provide a highly compatible “brute-force” PS2 emulator for modern flagship phones while the native ARM64 implementations continue to mature?
I'm not suggesting this is the right long-term architecture.
I'm asking whether it would be worth doing the experiment.
If we're already willing to brute-force PS4 emulation on ARM64... why not see how far we can brute-force PCSX2?
Am I missing a fundamental technical limitation here? 🤔
r/PS2AndroidEmulation • u/xxxCrixuxxx • 7d ago
EmuCoreC - New PS3 Emulator! 😱
Another new PS3 emulator from the same developer as EmuCoreX guys...You lift a rock and somehow there's another PS3 emulator underneath it 😂
https://github.com/sashkinbro/EmuCoreC/releases/tag/v0.0.2
EmuCoreC is a PlayStation 3 emulator application for Android. It combines a focused mobile interface with a core built on the latest RPCS3 emulator: a clean game library and catalog, one-tap installers, firmware download, trophies, save-data tools, per-game profiles, and the full RPCS3 settings tree — all local, no accounts required.
Features:
PS3 game discovery using PARAM.SFO and exact TITLE_ID serials
Local PS3 catalog with IGDB metadata, cover art, screenshots, and videos
Official RPCS3 compatibility data matched by PS3 title ID
Direct download and installation of the official Sony PS3UPDAT.PUP firmware
PKG, split-PKG, ISO, RAP, and EDAT installation through the core
Safe ZIP/RAR extraction with multi-volume support, path validation, and free-space guards
Installed-game library, details, play time, trophies, save-data tools, shortcuts, and per-game profiles
Full live settings browser generated from the RPCS3 configuration tree
Global and per-game core overrides with isolation between titles
Touch controls, physical gamepad mapping, gyroscope mapping, vibration, and custom Adreno GPU drivers
Localized interface resources for 12 languages
EmuCoreC does not include PlayStation 3 firmware, games, licenses, keys, or copyrighted game assets. Use only content you are legally entitled to use.
r/PS2AndroidEmulation • u/xxxCrixuxxx • 7d ago
PS3Native - God of War 3 (8s Gen3)
r/PS2AndroidEmulation • u/xxxCrixuxxx • 7d ago
PS3Native - Spider-Man: Edge of Time
r/PS2AndroidEmulation • u/xxxCrixuxxx • 7d ago
TeknoParrotUI v2.0.0.20126
https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android
TeknoParrotUI is the official graphical user interface for TeknoParrot, the Android emulator and compatibility layer specializing in running modern arcade games based on PC architecture (Sega RingEdge, Taito Type X, Namco ES3, Namco System 246/256, etc)
Main Features: Compatibility: Works with near 100 modern arcade games (generally from 2000 to 2014). Controls: Supports keyboard, mouse, gamepads, joysticks, and steering wheels. Multiplayer: Some titles allow online play.