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PS3 Android | aPS3e - RPCSX - RPCS3 - aX360e - X360 Mobile - XeniOS - X1 BOX - Cemu - ShadPS4

PS3 Android | aPS3e - RPCSX - RPCS3 - aX360e - X360 Mobile - XeniOS - X1 BOX - Cemu - ShadPS4

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💎 Release Targeted for Friday X360 Mobile

😊XenDroid Android b657174 - (2026-08-04) 💎 Update driver sources 💎 In-pass resolve and round-trip squashing 💎 Stop updater on external emu execution and avoid auto sleep while the emu process lives 😏 Hub - @aPS3e ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ 📱 Github - XenDroid

BachataS4 v0.1.6 - Bloodborne OnePlus 13 · Snapdragon 8 Elite
BachataS4 v0.1.6 - Bloodborne
OnePlus 13 · Snapdragon 8 Elite

😁rpPS4 (fork) V.0.2 - (2026-07-31) 💎a storage-path bug fix, a cosmetic rename, and one tweaked internal error message 😏 Hub - @aPS3e ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ 📱 Github - ShadPS4

😏aPS3e Android - 2.41 (2026-07-30) ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ 💎 Updated to the latest RPCS3 version 💎 Various fixes and improvements 😅Firmware: Click 📱Github Source - aps3e ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ 📱Google Play – Free version 💎aPS3e Premium – \$5

😜XenDroidAndroid 12b265f - (2026-07-24) Full Changelog: https://github.com/rfandango/XenDroid/compare/XenDroid-d6f4bd4...XenDroid-12b265f 😏 Hub - @aPS3e ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ 📱Github - XenDroid

😜 XenDroid Android 12b265f - (2026-07-24) Full Changelog: https://github.com/rfandango/XenDroid/compare/XenDroid-d6f4bd4...XenDroid-12b265f 😏 Hub - @aPS3e ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ 📱Github - XenDroid

New update / aX360e 1.18 (2026-07-19) 💎 Minor fixes and optimizations 💎 Custom configuration support 💎 Patch support

How is the rpPS4 project progressing 💎 A test version is expected to be released soon in around 15 days. Of course, things may not go as planned, because creating a PS4 emulator is a very difficult task, but we can stay hopeful 💎 The developer has confirmed that the project will definitely have a GitHub repository. 💎 In the future, rpPS4 compatibility with lower-end devices will also be improved (eventually) ➖TRCGAMES / YouTube - @aPS3e

😁 New update from TRC Games (Brief) 💎 The emulator is still not released. According to the developer, it will be available
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😁 New update from TRC Games (Brief) 💎 The emulator is still not released. According to the developer, it will be available after the final update 💎 The developer has purchased a second phone powered by the Snapdragon 8 Gen 2 for testing 💎 Progress has been made in several games. God of War III now runs further than before, although there are still issues with the JIT compiler. 💎 Minor UI improvements have also been made 💎 Based on the latest screenshots, every showcased game is now booting in one way or another

😏 aPS3e (fork) Android - 0.0.5 (2026-07-10) ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
What's fixed: GT5 Prologue (and the GT5/GT6 family) had a long-standing bug where, in bumper/hood-cam with no cars ahead, the entire track surface plunged into shadow and strobed as you drove — flipping back to lit at lap lines, ghost spawns, or off-track. It affects every RPCS3-derived emulator on every backend and has been open upstream since 2022. This release cures it at the root — roads render correctly lit and flicker-free. Why it happened (one paragraph) In those frames the game parks its shadow-map texture unit on a tiny 1×1 fallback and leaves the texture remap register fully zeroed. The stock decode reads that as "force every channel to zero," so every track draw sampled a shadow value of 0 → whole-track shadow. Real PS3 hardware treats the unconfigured register as neutral (the console renders lit). The fix decodes that exact state as neutral (ONE) instead of zero — the hardware-matching behavior. Bonus: smoother performance With the flicker gone, the emulator no longer thrashes between two shader pipeline variants each time the shadow unit flips — the per-material shader churn that came with the bug is eliminated. GT framerate is noticeably steadier, especially through the sections that used to flicker. Scope & safety: On by default — nothing to configure. Tightly scoped to the exact bug signature (a fully-zeroed remap on a 1×1 texture), so it doesn't touch normal rendering. Diagnostic escape hatches (env vars): GTK_REMAP0_ONE=0 restores the old behavior (A/B kill-switch); GTK_REMAP0_IDENTITY=1 selects an alternate decode for testing. Validation Confirmed flicker-free on-device across the usual problem tracks (Daytona, Eiger, and others), N≥3, with the fix's code path log-confirmed as engaged. The same root-cause fix has been independently cross-validated on two distinct GPU/API stacks — Adreno 650 + Turnip (native Vulkan) and Apple M1 + MoltenVK (Vulkan-over-Metal) — and in multiple independent RPCS3-derived codebases, strong evidence it's a real emulation fix, not a driver quirk. Installing / updating Updating from a previous ETK-tuned fork: standard in-place update — games, firmware, saves, and shader caches are preserved. On first launch the SPU cache rebuilds once (a few minutes), then it's cached. First ETK fork install: use aPS3e's built-in user-data export/import to back up your game data first, install, then restore.
😅 Firmware: Click 📱 Github Source - aps3e ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ 😏 Hub - @aPS3e

😜 X360 mobile: Devlog 03 - Cracking XCTD: A Personal Achievement! Devlog 03 - Cracking XCTD: A Personal Achievement! Hi @eve
😜 X360 mobile: Devlog 03 - Cracking XCTD: A Personal Achievement!
Devlog 03 - Cracking XCTD: A Personal Achievement! Hi @everyone! Time for another technical update, and today I have a story that combines accurate core semantics, emulator firsts, and a bit of that competitive spirit (after all, there is still a friendly wager on the line!). I am incredibly excited to announce that I have finally overcome the biggest roadblock preventing Need for Speed: The Run from booting. I have successfully implemented XCTD decoding. To the best of my knowledge, no other Xenia fork, whether experimental, mainstream, mobile, or desktop, has ever done this before! What is XCTD and Why It Matters XCTD (Xbox Compressed Texture Data) is a proprietary texture compression format utilized by a couple of titles. Unlike standard formats, that the GPU handles natively, XCTD requires specialized CPU-side decoding before the textures can be fed to graphics pipeline. For NFS: The Run, this was an absolute brick wall. Because the emulator couldn't parse these specific compressed blocks, the engine would completely choke during initialization, leading to instant crashes or endless black screens. The Reality Check... It wasn't the silver bullet I hoped for. Or rather, it partially was. Thanks to the XCTD decoding, the game now loads the entire level in the background (yay!). However, bypassing this massive obstacle immediately exposed a cascade of subsequent, underlying bugs further down the pipeline. I am already hunting down these new issues and working on fixes. I'll keep you all updated on the progress, especially @RetroGodFox, but I absolutely wanted to celebrate this milestone with the community. Even if the game isn't playable yet, conquering XCTD is a massive personal achievement. It is a fix that, as far as I know, uniquely plagues only two games in the entire Xbox 360 library: NFS: The Run and Medal of Honor: Warfighter, so was it a necessity? No, but f*uck it! Stay tuned, the chase is still on!

🥹RPCSX-Clanker Android - (2026-07-08) 💎 ps3 online play on android (and more) Game Library
💎 Added a Games Folder that scans a user-selected directory using all-files access, with direct ISO support. 💎 Boot "content://" ISOs through a SAF file descriptor without extraction. 💎 Sort the library by Last Played or Name. 💎 Filter games with persistent top-bar toggles: 💎 Installed 💎 Games Folder 💎 Only Played 💎 Automatically de-duplicate the same title across different install sources. 💎 Reworked game removal: 💎 Games-folder entries remain in the library until the file is moved out of the folder. 💎 Only installed copies can be deleted, with a confirmation prompt. 💎 Clear Cache now works for every game (keyed by Title ID, including ISOs). 💎 Source ISOs and game folders are never deleted. 💎 Storage permission is requested once during initial setup. 💎 Improved installed vs. folder-game detection. 💎 Hardened startup ("onBoot") against unsynchronized game lists. Launch & Frontends: 💎 Added support for launching games directly from third-party frontends such as Daijisho, ES-DE, and others via Android intents. Power & Gameplay UX: 💎 Added an optional GPU Turbo mode (maximum Adreno GPU clocks, disabled by default). 💎 GPU Turbo cannot be enabled together with Battery Saver. 💎 Added an in-game Home Menu bridge. 💎 Prevent the screen from turning off during shader precompilation and gameplay. 💎 Fixed an ANR when quitting to the recent apps screen. 💎 Fixed scaled overlay D-pad and face-button drift. 💎 Installation failure dialogs are now shown even when notifications are disabled. Online (RPCN): 💎 Added a live, non-blocking connection status indicator. 💎 Automatically reconnects when RPCN is enabled or on startup. 💎 Improved account flow with clearer separation between Create Account and Sign In. 💎 Connection testing is now gated appropriately. Stability: 💎 Added a crash-loop breaker for cores that repeatedly crash during loading. 💎 Fixed a "ProgressRepository" request ID race condition. 💎 Added a Smooth Shaders toggle to Clanker settings.
😏 Hub - @aPS3e ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ 📱 Github - RPCSX-Clanker