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Releases: EvilNathan/gow2-android-build-kit
Release list
v0.1.1 - performance update for phones
v0.1.1 - performance update for phones
Same sources-only kit as v0.1.0, rebuilt around the first real-device
feedback: the game boots and plays on a mid-range phone (8 GB RAM), but the
frame rate was unusable. This update targets the Android present/pacing
layer and adds measurement for the next iteration.
Engine patch changes
- Android now presents through the FIFO swapchain mode, so frames align with
the panel vsync instead of landing in irregular bursts. - The frame pacing loop sleeps coarsely and then spins the final
millisecond, removing the 1-2 msSDL_Delayscheduler slack from the
cadence. - On Android the swapchain surface is capped at roughly 1.4 M pixels (aspect
preserved) while the compositor upscales the result; this cuts the final
blit fill cost several-fold on tall 1080p/1440p-class panels. - The deinterlace weave became a runtime switch (initial state follows
PS2_NO_DEINTERLACE) rather than a compile-time constant, so a governor
can drop the extra blend pass on weak devices. PS2_PRESENT_MODE=immediate|mailbox|fifocan force the present mode.- One logcat line per second (tag
GoW2Stats) reports present fps, CPU %,
GPU %, RSS, audio queue depth, and VU1 interpreter fallback calls, plus
the chosen GPU adapter and surface size at startup. TheVuintvalue
classifies a slow device: high values mean missing VU1 AOT programs, not
renderer cost.
Kit housekeeping
- Android app versionCode 2 / versionName 1.1.
engine.patchSHA-256:
12214CB7ABBA52930AFBEF7F3B8826C70BCA2961007CAD2AFDA26DEB467A6441- README progress numbers were recalibrated after the first device run
(~82% engineering, hardware validation ~5%).
Verify the archive
Get-FileHash .\gow2-android-build-kit.zip -Algorithm SHA256
# expected: 48EEEFCF5FE126220D43122656F07911BA19A3EA8C1832F5A78AAA8837650AFCNo game data, ISO, generated code, ELF, or APK is included - unchanged from
v0.1.0. See README.md and VERIFICATION.md for status and the honest
"not verified" list.
v0.1.0 - initial build kit
God of War II - native Android build kit v0.1.0
Sources-only kit for building an Android arm64 app from your own
God of War II (USA, SCUS_974.81) disc image. It is a static-recompilation
port, not an emulator frontend: EE code is translated to C++, VU1 microcode is
compiled AOT, and the GS runs through a native WebGPU/Vulkan renderer
(wgpu-native) with SDL3 for window, audio, gamepads, and lifecycle.
The release contains no game code, no ISO, no ELF, no generated C++, and no
APK. You build the APK on your machine from your own legally obtained disc.
Assets
| File | What it is |
|---|---|
gow2-android-build-kit.zip |
The full kit (scripts, Android project, engine.patch, docs) |
gow2-android-build-kit.zip.sha256 |
SHA-256 checksum of the ZIP |
Quick start
# unzip anywhere, then:
cd gow2-android-build-kit
Set-ExecutionPolicy -Scope Process Bypass
.\scripts\build-all.ps1 -Iso "D:\Games\God of War II (USA).iso"
adb install -r .\dist\gow2-debug.apkRequirements: Git, CMake, Ninja, LLVM/Clang, Python 3, JDK 17, Android SDK
platform 35 / build-tools 35.0.0 / NDK 27.3.13750724 / CMake 3.30.5.
Verified in this release
- Disc boots through title, difficulty menu, intro cutscenes, and the opening
Loom Chamber sequence with 3D characters and animation (software GS,
headless runner, frame 3,500). - 477,499 EE instructions translated into 118 units; 78 VU1 programs compiled
AOT with no new captures after frame 3,000. - 420-frame audio run produced 6.9 s of non-silent stereo SPU2 PCM.
engine.patchapplies cleanly tosnuri00/ps2-web-recompat
6526f4803d98e10de50bea3af104a4d26e9df033; tools andps2runbuild.- Clean-kit workflow (
setup->build-tools->extract-disc->
recompile -SkipExplore->build-android) produced a valid APK. - APK: single
libmain.so,SDL_main+ touch JNI exports, ELFLOADalign
0x4000(16 KB compatible),extractNativeLibs=true, debug-signed.
See VERIFICATION.md in the kit for the full log.
Known limitations
- Never launched on a physical device: Mali-G68/G77 performance, touch/audio
latency, and thermals are unverified. Target is 30 fps at 1x. - Dynamic resolution is not implemented (fixed 1x/2x scale).
- Some
sound/*.bnkrequests are unserved, so bank-driven music/voice can be
missing; WAD-backed audio works. - Only the USA DVD9
SCUS_974.81image is supported.
Legal
God of War and God of War II are trademarks of Sony Interactive
Entertainment. This project is unaffiliated with Sony, Santa Monica Studio, and
the upstream engine authors. Supply your own disc image. The generated C++,
boot ELF, ISO, memory card, screenshots, and APK are derivative works of the
game and must not be redistributed.