Releases: The412Banner/Bannerlator
Bannerlator 1.5
Bannerlator 1.5
Performance
- Now ships release builds instead of debug. This was implemented to reduce the user-interface lag that some users had noticed. Device-confirmed.
Fixes & additions since 1.4
- GOG store login white-screen fixed (login WebView now completes the OAuth handshake).
- Start menu: bundled AIO Graphics Test and Game Controller Test apps, with
.lnkworking-directory ("Start in") support. - Winlator File Manager (WFM): drives now show the correct "Local Disk" icon (StevenMXZ v3.1 hotfix build).
APKs: standard / ludashi / pubg flavors, AOSP-testkey signed (updates install over previous installs).
Changelog
| Commit | Title |
|---|---|
a31bc4b |
chore(release): bump to 1.5 (versionCode 23) |
b6d2dcf |
merge: ship RELEASE builds (fixes Compose UI lag), device-confirmed |
ad5c99d |
fix(build): drop hand-committed assets/dexopt/baseline.prof(m) |
ce66eb1 |
fix(build): exclude okhttp-coroutines artifact (dup of vendored shim) |
b62915a |
docs(progress): release-build switch + Game Controller Test + .lnk workingDir + APK size audit |
d403d2e |
fix(build): crunchPngs false on release (GIF-as-.png drawables fail AAPT2) |
84eda8c |
chore(build): ship RELEASE builds, not debug |
403cd64 |
merge: .lnk working directory (Start in) for start-menu shortcuts |
9994581 |
fix(startmenu): support .lnk working directory (Start in) for shortcuts |
4a3e974 |
merge: bundle Game Controller Test in Start menu |
Credits
The bundled Winlator File Manager (wfm.exe) — including the corrected "Local Disk" drive-icon behaviour shipped in 1.5 — is from StevenMXZ's Winlator-Ludashi 3.1 hotfix release. Thanks to StevenMXZ.
Bannerlator 1.4
Changelog
| Commit | Title |
|---|---|
4fb3ecb |
release: bump to 1.4 (versionCode 22) + splash V 1.4 |
6a69195 |
fix(taskmgr): poll on render-independent Handler, not Compose frame clock |
c318457 |
docs(progress): 2026-06-22 — lsfg live reload confirmed, Off fix proven, engine badge, TM-on-Vulkan bug |
740e779 |
feat(framegen): show running engine badge in in-game FG drawer |
e75d1d4 |
debug(winhandler): log Task Manager process round-trip (INIT/send/recv/GET_PROCESS) |
260600b |
docs(progress): lsfg-vk device test — works (2x) but no live reload on our stack |
80e238a |
fix(lsfg-vk): in-game "Off" writes passthrough (multiplier 1), not 2 |
ebdb752 |
docs(progress): lsfg-vk second FG engine — recon, spike, integration, in-game live |
7f7ffb5 |
feat(lsfg-vk): unify FG controls — in-game drives the selected engine; container = engine choice only |
1997a55 |
feat(lsfg-vk): live in-game config via GameNative fork + conf.toml; gray-out + per-container mult/flow |
Highlights
- lsfg-vk added as a second selectable frame-generation engine (Off / bionic-fg / lsfg-vk), with a per-container engine selector, an in-game engine badge, and live in-game multiplier/flow-scale control for whichever engine the container runs. Bring your own
Lossless.dllvia the Settings DLL picker. - Fixed: in-game Task Manager was empty on the Vulkan host renderer — refresh now runs on a render-independent timer, so the process list populates on both Vulkan and OpenGL.
- Fixed: in-game "Off" now correctly writes passthrough instead of forcing 2×.
⚠️ lsfg-vk requires your own Lossless.dll
Bannerlator bundles no proprietary Lossless Scaling files. To use the lsfg-vk engine you must own Lossless Scaling (THS, on Steam) and import its Lossless.dll via Settings → Frame Generation (lsfg-vk) → pick DLL. The option stays greyed out until a valid DLL is imported. bionic-fg needs no DLL and works out of the box.
🙏 Credits for this release
- Frame Generation (lsfg-vk) — layer by PancakeTAS; Android/bionic port by FrankBarretta; in-game live
conf.tomlreload from GameNative (utkarshdalal);Lossless.dllfrom Lossless Scaling (THS, user-supplied). - Frame Generation (bionic-fg) — xXJSONDeruloXx (bundled with permission).
- Vulkan host renderer — rendering path from StevenMXZ (Winlator-Ludashi);
AHardwareBufferpresent path that makes it display correctly ported from / cross-examined against GameNative. - Task Manager-on-Vulkan fix and the Compose UI / in-game overlay are Bannerlator's own work, building on the upstream Winlator lineage.
Full attribution: see Credits in the README.
Bannerlator 1.3
Please keep in mind this is my personal build for me, the AI frame generation will be refined over time . I did my best to get it working for a release and functional for anybody that decides to use this or test
Changelog
| Commit | Title |
|---|---|
89b2184 |
ci(release): serialize flavor packaging to avoid parallel-package OOM |
89cef5e |
docs: link upstream PR #6 in report |
79f7458 |
docs: rewrite bionic-fg upstream report to solved state (PR companion) |
c20cb0e |
docs(progress): log FG/FPS-limiter merge to main + version relabel to 1.3 |
90ce00b |
version: bump splash + about version label to V 1.3 (color unchanged, stays grey) |
9ee5cb2 |
version: set versionName 1.3 (was 1.4-marcescene), bump versionCode 21 |
eb30d1b |
ci(artifacts): build all 3 flavors sequentially (avoid parallel-package OOM) |
ddf46fb |
Merge bionic-fg frame generation + FPS limiter into main |
f39b96a |
fix(icon): inset launcher foreground so adaptive mask stops clipping the border |
9871eef |
fix(ui): dark-theme value controls in Box64/FEXCore preset dialogs |
✨ New in 1.3 — AI Frame Generation
- AI Frame Generation (bionic-fg) — per-container toggle plus live in-game controls. Pick Off / 2× / 3× / 4× from the in-game Graphics drawer, with a flow-scale slider. Confirmed on both OpenGL and Vulkan host renderers.
- FPS Limiter — cap the base frame rate (10–200) so on-screen FPS = limit × multiplier — steadier, smoother interpolation and lower power.
- In-game HUD CPU-temperature fix; Box64/FEXCore preset-dialog readability fix; launcher-icon corner fix.
Frame generation device-confirmed on Adreno 750 (Turnip / DXVK 2.4.1), 2×/3×/4× all working.
🙏 Frame Generation credit
Bannerlator's AI Frame Generation is powered by bionic-fg — the Android/bionic Vulkan frame-generation layer by xXJSONDeruloXx, included in-tree as a git submodule with the author's kind permission. Huge thanks for the work and for allowing it to ship here.
- Project: https://github.com/xXJSONDeruloXx/bionic-fg
- Our upstream contribution (PR): xXJSONDeruloXx/bionic-fg#6 — Single-device mode + layer-dispatch routing to make bionic-fg work on Android wrapper ICDs (Winlator/Turnip), the changes that enable frame generation on this stack, offered back upstream.
Bannerlator 1.2
Changelog
| Commit | Title |
|---|---|
a598584 |
chore(splash): bump version label V 1.1 -> V 1.2 for the 1.2 release |
552a28e |
docs: log new neon launcher icon + adaptive corner-clip fix (neonicon build) |
19d62f8 |
feat(icon): new neon gamepad launcher icon (all densities, all 3 flavors) |
0f3884e |
docs: log native-rendering toggle device test + HUD-freeze fix (hudfix build) |
f724ec2 |
fix(render): tick the perf HUD on the Vulkan FLIP/scanout present path |
df3a5c7 |
ui(drawer): gray out Screen Effects on the Vulkan renderer too |
ba06bc3 |
ui(drawer): gray out SGSR/HDR on the Vulkan renderer (GL-only effects) |
779967a |
fix(render): wire in-game Native Rendering toggle + restore perf HUD on Vulkan |
bd632e4 |
docs: log the Vulkan/DXVK/vkd3d black-screen fix (vkfix3, both renderers confirmed) |
7d5c9f8 |
fix(render): port GameNative AHB present path so Vulkan content renders on GL+Vulkan |
Bannerlator 1.2
Rendering
- Fixed Vulkan / DXVK / vkd3d game content rendering black on both the OpenGL and Vulkan host renderers (full AHardwareBuffer present path is now wired end-to-end).
- In-game Native Rendering+ toggle now works on the Vulkan renderer (lower-latency direct scanout).
- Fixed the performance HUD freezing while Native Rendering was enabled.
- Screen Effects / SGSR / HDR are correctly grayed out on the Vulkan renderer (OpenGL-only effects).
Content / installs
- DXVK / VKD3D / Vegas version lists now refresh immediately after a download.
UI
- New neon gamepad app icon (fits the launcher mask cleanly — no clipped corners).
- Splash version bumped to V 1.2.
Credits
The render-options fix in this release — the AHardwareBuffer present path that makes Vulkan / DXVK / VKD3D content render correctly on both the OpenGL and Vulkan host renderers, plus the Native Rendering+ direct-scanout path — was ported from and cross-examined against GameNative by utkarshdalal. Thank you. See the full Credits.
Bannerlator 1.1
Changelog
| Commit | Title |
|---|---|
76bc807 |
chore(splash): bump version text to V 1.1 for the 1.1 release |
06b41b9 |
fix(container): WOWBox64 labels on arm64ec + dismiss stuck install dialog |
03b81d6 |
fix(install): harden all local .wcp install paths against Activity-cast crash |
d57a0d9 |
Merge fix/contents-install-crash-sort: vkd3d/component install crash fix (device-confirmed) |
37f1ae3 |
fix(container): vkd3d/component install crash — unsafe Activity cast |
50d1027 |
docs(credits): trim ludashi/redmagic detail from StevenMXZ credit |
be9e4e5 |
docs(credits): refine StevenMXZ credit wording |
5ac80f4 |
docs(credits): credit StevenMXZ for new UI + Vulkan rendering work |
8bd163f |
fix(contents): guard local install crash + float installed to top |
2b53139 |
fix(ui): thin outline on preloader box (Creating Container, etc.) |
Maintenance release on top of 1.0.
Fixes
- Local .wcp install no longer crashes (DXVK, VKD3D and Box64) — the file picker no longer throws a ClassCastException under themed dialogs/sheets.
- arm64ec containers now correctly show WOWBox64 (section title, Version, Preset, and the download sheet) instead of Box64.
- The 'Installing…' dialog now dismisses when an install fails, instead of spinning forever.
- Contents/components: installed items float to the top with a light-blue installed check.
Splash now reads V 1.1.
Bannerlator 1.0
Changelog
| Commit | Title |
|---|---|
68f60b6 |
release(ci): Bannerlator-branded v1.0 release — rename APKs, own banner, mark as Latest (non-prerelease) |
16d47c5 |
docs(readme): fix Information section — marcescence base, V 1.0, app label, lineage |
c84efa1 |
fix(settings): overlap was a Compose Box bug; + splash v1.0 + app label |
0b8a40c |
docs: log marcescence re-import + splash branding port |
ad67a6a |
splash: use Bannerlator banner logo + drop title text (port to marcescence star-pkg splash) |
c55fe68 |
re-import: rebase source onto star @ marcescence (1.4-marcescene) |
6155280 |
docs: log splash rebrand, branding work, 2nd green build |
8fdbf97 |
feat(splash): use Bannerlator banner logo, drop title text, version v1.0 |
b5e1b35 |
docs: credit isygold (Star Engine / VEGAS DXVK fork) |
23ebd5d |
docs: credit original Star/Frost dev team (star-emu) and leegao |
First stable Bannerlator release — built on Star @ marcescence (1.4-marcescene). Vulkan renderer, Jetpack Compose Settings/Input Controls (overlap fix), SteamGridDB cover scrape, drive/container pickers. Three flavors: standard, ludashi, pubg. App label: Bannerlator Bionic.
Bannerlator 1.0 (fixes build)
Changelog
| Commit | Title |
|---|---|
cdee6fe |
brand(icon): new neon gamepad launcher icon (all densities) |
c2fb6b7 |
feat(ui): add Discord community link to Help & Support |
a46549e |
fix(ui): About logo, help-box outline, Bannerlator support links |
4675337 |
fix(settings): Save check button now confirms + exits |
8e3ac34 |
contents: point REMOTE_PROFILES at The412Banner/winlator-contents |
68b46a5 |
brand: rebrand standard pkg + in-app branding to Bannerlator |
68f60b6 |
release(ci): Bannerlator-branded v1.0 release — rename APKs, own banner, mark as Latest (non-prerelease) |
16d47c5 |
docs(readme): fix Information section — marcescence base, V 1.0, app label, lineage |
c84efa1 |
fix(settings): overlap was a Compose Box bug; + splash v1.0 + app label |
0b8a40c |
docs: log marcescence re-import + splash branding port |
Comparison build: settings save fix, About logo, help-box outline, Bannerlator support+Discord links, new launcher icon, contents.json -> The412Banner/winlator-contents.

