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XHYN IV v442 — Base UI English Test 2

Pre-release

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This focused test modifies v442’s original UI in place. It keeps the original launcher/artwork and replaces the Test 1 dashboard with the base interface.

  • Translate 299 distinct Android UI strings (345 occurrences) to English, including settings, dialogs, touch editor, accessibility and errors.
  • Restore Game data → Game disc image (.iso) and Title Update 8 (TU8), with the original file picker, disc validation, optional episodes, install progress and cancellation. Scroll down within Game data to reach these controls.
  • Fix the missing connection between the existing installer controls and the visible page, and keep them available after game data is detected.
  • Start the game in English through a one-time settings update. Other settings, game paths and saves are retained; later language choices persist.
  • Translate the native Skip and map-gesture hints. Only two read-only string spans change in libmain; all native executable code and the other eleven libraries remain byte-identical to v442.

Install over your existing XHYN app to retain app data. Package com.xhyn.ivrecomp, version code 444, signed with the existing XHYN release identity.

Checks: 6 tests of the assembled base UI on Android 10/15, 13 translation/packaging checks, English coverage in the final DEX, compiled launch-manifest comparison, preserved-payload checks, ZIP CRC, signature v2/v3 and 16 KiB ZIP alignment passed. The downloaded release asset is checked against the signed APK’s SHA-256.

Please test the English UI, ISO/TU installation and gameplay on your phone before further feature migration. Native crashes and recompilation completion are not claimed fixed by this UI build. The additional Test 1 dashboard/session features are deferred.

APK SHA-256: 90800705cb195325a7f87980b09c84b62929cca5cae392fb621916ece6cd9377

XHYN IV v442 Android layer Test 1

Pre-release

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@XHYN-PH XHYN-PH released this 08 Nov 16:50

This testing build adds the requested Android menus and tools around the supplied stock v442 engine. Install the APK over the existing XHYN IV app (com.xhyn.ivrecomp); it uses the same release certificate. Keep app data and back up saves before updating.

Android 10+ · ARM64 · version code 443. The stock engine, original DEX, resources and all 12 native libraries remain byte-for-byte unchanged. This build does not complete native recompilation or claim a gameplay-crash, shadow-band or FPS fix.

Current build changelog

Signed testing release · 9 November 2026 (Asia/Manila).
Download.

Android UI layer on the supplied stock 0.9.24-renderer-v442 APK. All 12
native libraries, original DEX, resources and title assets retain their exact
bytes. Earlier source-port C++ changes are not part of this APK.

  • Compact XHYN home, dialogs, settings rows and session menu. Scrollable content
    and inset-aware footers keep actions above system navigation.
  • D-pad/stick menu navigation, A/B actions, shoulder tabs, visible focus and
    a controller tester. Hold Start for 0.6 seconds or press Menu for Android
    session tools; tapping Start retains the game's own pause menu. Other input
    continues through stock SDL. The stock installer is retained.
  • Searchable settings for 37 stock options, renderer choice and supported
    sustained-performance mode. Save/Discard/reset use a separate next-launch
    queue so game shutdown cannot overwrite pending changes. Unsupported engine
    flags from previous builds are not copied.
  • Fullscreen touch editor for 11 stock contexts, selection/nudging, move/resize,
    undo/redo, compact preset and reset. Touch settings remain offline edits,
    saved for the next launch through the stock editor API.
  • OS monitoring HUD for app CPU, app RAM/PSS, battery and thermal status, with
    optional readable GPU counters. Fullscreen placement supports both edges,
    undo/redo, text size and opacity. Game FPS is unavailable through this interface.
  • Stock System, bundled Turnip r6 and PanVK rc4 driver choices, validated ARM64
    ZIP imports, deletion and last-launch inspection. Stock GPU admission and
    fallback remain in control; no previous patched-v38 bundle is added.
  • Active portable-save path resolution, full and individual-slot backup/restore,
    deletion recovery, archive bounds, path checks and existing account progress.
    Older settings are backed up during migration; explicit save/game locations
    are preserved for the stock launch path.
  • Loose data-mod admission, enable/order controls, conflict reports and
    reversible deployment into existing Xbox data paths. Original files and
    interrupted transactions retain verified recovery copies. PC plugins,
    scripts and RPF/model/texture archives are not admitted.
  • Session diagnostics ZIPs with bounded startup/tail logs, device facts, stock
    settings, queued changes, Java crashes and available Android exit traces.
    Read-only content grants support sharing without exposing game files or saves.
  • Read-only achievement browser with search, locked/unlocked filters and secret
    protection when an existing version-1 local catalog is readable. v442 does
    not expose the previous catalog generator; no unlock hook or live catalog
    updates are claimed.

Host tests cover Android 10/15 view layouts, navigation, queue persistence,
archive rejection, save isolation/recovery, mod rollback/conflicts and packaging
boundaries. Game stability, stock native rendering, real controller hardware,
driver behavior and native touch geometry still require phone validation.

Verification

  • 44 Android view/data tests and eight packaging regressions passed. Lint: zero errors; 20 English-label/localization warnings.
  • Stock adapter signatures, all 586 preserved payload entries, manifest resource references and 16 KiB packaging alignment passed verification.
  • APK v2/v3 signatures and the existing XHYN release certificate verified; signing changed no ZIP payload entries.
  • Phone gameplay, touch geometry, controller hardware, driver behavior and sustained stability still need validation on a device.
  • APK SHA-256: d06d84a31837894db7a885e89d3df5ae11af1e7c710f421bc84510dadce3b7f5.

The assets include the signed APK, SHA256SUMS.txt, and a verification report. The APK exceeds tmpfiles’ 100 MiB limit, so this GitHub release is the download and backup location.

Earlier source-port history

The following history includes the previously unreleased Test13/Test14 work. These C++ source-port changes are separate from this stock-v442 APK; they are not additional native patches in this build. Their validation numbers belong to those earlier candidates.

Full earlier changelog, including unreleased tests

Unreleased Test14 — CRT memory and string lengths

  • Fix the reproduced CRT argument-width regression that could send an oversized length to native memset during gameplay. All 14 affected memory/string hooks now decode Xbox lengths and capacities as 32-bit values before calling the host C library.
  • Preserve genuine 64-bit kernel arguments and the Test13 crash captures. Add guarded production-hook regressions and a source check against host-sized CRT parameters.
  • Passed 45 core cases / 192 assertions with ASan/UBSan, 22 audit cases, 24 Android UI tests and the full ARM64 native build. Phone validation remains pending.

See Test14 evidence and validation. The published download
above remains Test12 while this fix is tested on a device.

Unreleased Test13 diagnostic candidate

  • Add an opt-in native fatal-signal capture for instruction/fault addresses, thread IDs and current module mappings. Preserve the existing signal termination path.
  • Match crash excerpts to the current capture and read the actual tail of large logs. Include app/device metadata and distinguish unavailable memory samples.
  • Refresh exit summaries after gameplay and before export. Include matching crash reports and available raw system tombstones in the session ZIP.

This candidate investigates the reported gameplay crash. A fix for the underlying
fault has not been identified. The published download above remains Test12.
See diagnostic validation and capture steps.

Test12 — core compatibility and title-update decoding

This release includes the previously unreleased Test11 changes below and all
earlier r2 changes. The earlier signed Test11 candidate did not contain these
core calling-convention and title-update decoding fixes.

  • Preserve full 64-bit integer arguments when game code calls native services, including identifiers and size values. Keep narrow arguments and guest pointers compatible, and correct big-endian integer storage.
  • Fix unaligned title-update record reads in both decoding paths. Check record payloads and output ranges, use overlap-safe record copies, and pass actual allocation bounds from the runtime loader.
  • Add optional checks against a privately prepared TU8 executable. All 25,414 exception-table entries and 21,344 distinct direct-call targets have bindings; 141,135 generated direct-call annotations match the original instructions.
  • Record six additional call sites in exception-handler regions and the runtime's remaining exception-handling stubs in the core completion tracker.

The production core suite passes 39 cases under ASan/UBSan, the integrated
LZX/delta suite passes 19 cases, and the full Android native build passes.
The supplied update reproduces the same prepared image through both fixed
decoders. Core completion, phone gameplay and rendering validation remain open;
no FPS improvement or shadow-band fix is claimed.

Test12 validation and known issues

  • Passed 39 production core cases / 172 assertions and 19 integrated LZX/delta cases / 267 assertions with strict ASan/UBSan. Passed 20 source/binary audit regressions, 12 Android native host groups, four independently decoded PNG fixtures, 11 Java regression groups and 19 Android UI tests.
  • Full Android ARM64/API 29 native game, runtime, renderer and installer builds passed with NDK r29. The package uses version code 40 and the existing release signing identity; all 11 native libraries, 16 KiB alignment, 44 touch icons and six driver archives / 24 member hashes passed verification.
  • Updated Android CI setup to request the supported platform-tools package instead of the removed legacy tools package.
  • The recompilation is not complete. Exception handling, wider service behavior, mission coverage and device validation remain open. The camera-linked straight-line shadow band remains unresolved.
  • Sustained FPS, audio endurance, thermal behavior and physical-controller use still need phone testing. Host and package checks do not establish a performance gain.
  • SHA-256 (XHYN-IV-0.5.9.3-xhyn-r2-test12.apk): 94dbb87f28247c6fa5a58c79d9114a7053989e31aed0a066eab917d8050eb463.

Previously unreleased Test11 — included in Test12

Test11 was shared for device testing and was not published separately on GitHub.
Its shared-runtime fixes ship together in Test12.

  • Escape quotes, backslashes and control characters when saving native settings, including JSON status values and Windows paths. Both full and category-only config exports use the same serializer.
  • Report malformed configuration with its line/column in the final runtime log. Startup only reports a successful load after parsing succeeds; invalid files remain untouched.
  • Prioritize unseen pipeline input variants, including fixed state, vertex declaration/strides, topology and attachment metadata, within the existing lookahead budget. Normal draws continue to resolve their exact pipelines; compiler-worker counts are unchanged.
  • Record the exact shader files and pipeline identity for long demanded waits, and report whether learned recipe files loade...
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XHYN IV r2 Test12 — core compatibility and shared runtime fixes

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@XHYN-PH XHYN-PH released this 31 Oct 01:32

XHYN IV r2 — through Test12

Android testing release · r2 Test12

Download the Android APK

Install it over your existing XHYN IV app. Back up saves first; uninstalling removes app data. This release includes all r2 changes since r1.

Performance still needs work. Improvements will continue through future updates. No logs = no improvements.

Test12 — core compatibility and title-update decoding

This release includes the previously unreleased Test11 changes below and all
earlier r2 changes. The earlier signed Test11 candidate did not contain these
core calling-convention and title-update decoding fixes.

  • Preserve full 64-bit integer arguments when game code calls native services, including identifiers and size values. Keep narrow arguments and guest pointers compatible, and correct big-endian integer storage.
  • Fix unaligned title-update record reads in both decoding paths. Check record payloads and output ranges, use overlap-safe record copies, and pass actual allocation bounds from the runtime loader.
  • Add optional checks against a privately prepared TU8 executable. All 25,414 exception-table entries and 21,344 distinct direct-call targets have bindings; 141,135 generated direct-call annotations match the original instructions.
  • Record six additional call sites in exception-handler regions and the runtime's remaining exception-handling stubs in the core completion tracker.

The production core suite passes 39 cases under ASan/UBSan, the integrated
LZX/delta suite passes 19 cases, and the full Android native build passes.
The supplied update reproduces the same prepared image through both fixed
decoders. Core completion, phone gameplay and rendering validation remain open;
no FPS improvement or shadow-band fix is claimed.

Test12 validation and known issues

  • Passed 39 production core cases / 172 assertions and 19 integrated LZX/delta cases / 267 assertions with strict ASan/UBSan. Passed 20 source/binary audit regressions, 12 Android native host groups, four independently decoded PNG fixtures, 11 Java regression groups and 19 Android UI tests.
  • Full Android ARM64/API 29 native game, runtime, renderer and installer builds passed with NDK r29. The package uses version code 40 and the existing release signing identity; all 11 native libraries, 16 KiB alignment, 44 touch icons and six driver archives / 24 member hashes passed verification.
  • Updated Android CI setup to request the supported platform-tools package instead of the removed legacy tools package.
  • The recompilation is not complete. Exception handling, wider service behavior, mission coverage and device validation remain open. The camera-linked straight-line shadow band remains unresolved.
  • Sustained FPS, audio endurance, thermal behavior and physical-controller use still need phone testing. Host and package checks do not establish a performance gain.
  • SHA-256 (XHYN-IV-0.5.9.3-xhyn-r2-test12.apk): 94dbb87f28247c6fa5a58c79d9114a7053989e31aed0a066eab917d8050eb463.

Previously unreleased Test11 — included in Test12

Test11 was shared for device testing and was not published separately on GitHub.
Its shared-runtime fixes ship together in Test12.

  • Escape quotes, backslashes and control characters when saving native settings, including JSON status values and Windows paths. Both full and category-only config exports use the same serializer.
  • Report malformed configuration with its line/column in the final runtime log. Startup only reports a successful load after parsing succeeds; invalid files remain untouched.
  • Prioritize unseen pipeline input variants, including fixed state, vertex declaration/strides, topology and attachment metadata, within the existing lookahead budget. Normal draws continue to resolve their exact pipelines; compiler-worker counts are unchanged.
  • Record the exact shader files and pipeline identity for long demanded waits, and report whether learned recipe files loaded or were rejected.
  • Keep up to 12 recent and four worst recorded hitch CSVs, within the existing 16-file limit. Host-menu pauses preserve the severe-event slots.

Phone performance and rendering still require validation. These changes do not establish an FPS gain or resolve the camera-linked shadow band.

Test10 — session stability and diagnostics

This release includes the previously unreleased Test9 refinements below, plus all earlier r2 changes.

  • Exclude host-menu pause transitions from frame statistics and adaptive draw-distance/FPS-guard windows. Logged sessions now keep up to 16 rolling hitch traces with recent presents, publish/outside-publish time, pipeline waits and texture activity. A long gap is evidence to investigate, not proof of a GPU stall.
  • Prioritize unseen shader pairs during bounded recorder lookahead, while keeping exact-pipeline preparation and normal draw fallback. Compiler-worker counts are unchanged.
  • Distinguish empty audio queues from intentional recovery silence. Repeated underruns can rebuild a bounded 2–6-block queue (about 11–32 ms), returning to two blocks after stable playback. Failed SDL device submission now returns the consumed frame’s producer credit.
  • Show sampled thermal severity, Guard Off/monitoring/active, requested GPU Turbo/backoff and draw scale in session details, Performance settings and exported context. The optional Heat overlay includes the guard state. Requested Turbo is not an achieved clock reading.
  • Give extended texture reuse its own bounded idle-image allowance, shared across memory heaps. Active textures no longer consume that extra-retention allowance. Reuse and retirement return reservations; OS/Vulkan pressure and allocation recovery bypass the extension. The existing opt-in setting is retained.
  • Give rejected mods specific PC-plugin, loose-data layout or episode-installer guidance, including the expected Xbox 360 path. Compatible data files still require the existing validation checks.
  • Classify intentional startup cache:/cache0:/cache1: probes as optional diagnostics while preserving missing-device behavior. Other missing paths and broken aliases retain their error path.

Interact’s bitmap loaded on the first attempt in the supplied Test9 report. The camera-linked shadow band did not reproduce in that session and remains unconfirmed; no new shadow-rendering fix is claimed. Phone performance, audio endurance and thermal behavior still require device validation.

Previously unreleased Test9 — included in Test10

Test9 was shared for device testing and was not published separately on GitHub. These changes ship together in Test10.

  • Compacted achievement rows, dialogs and the session panel. Bounded scrolling keeps Logs and editor controls reachable.
  • Made the overlay editor use the full window, including zero-gap edge placement. Added optional app CPU, readable GPU counters and actual render/output dimensions; unavailable GPU counters are labelled explicitly.
  • Split touch editor tools into Control, Arrange and Layout sections, with Save pinned in the header.
  • Unified controller navigation for launcher, menus and editors: D-pad/stick movement, A activation, B back, shoulder tab switching and visible focus. Added left-stick inversion and controller presets.
  • Extended the layout-switch hold to gameplay and phone layouts, including contextual parachute/minigame modes. Zero uses the earliest observation; menus/loading remain immediate.
  • Removed bundled V38 Patched and migrated its saved selection to Automatic. Other bundles retain their pinned hashes.
  • Kept CPU profiling from changing command batching unless heavy transport capture is explicitly selected. Added a separate graphics-detail capture with a larger query budget.
  • Removed periodic full draw scans for upload staging in the sparse path, retaining checked on-demand growth and fence-safe overflow retirement. Spread bounded pipeline lookahead across the frame and avoided unused texture-array preparation for textureless indexed draws.
  • Passed the installed touch-icon directory explicitly to native code and included the resolved path in failure logs. Added clearer mod-folder and unsupported PC-plugin guidance.
  • Added bounded shadow image captures: presenter input, available directional depth/color surfaces, camera matrices, frame IDs and submission IDs. PNGs and lossless raw copies are included intact in exported reports.
  • Marked unsupported sustained-performance requests in Settings and exposed actual internal/output dimensions during play.

The camera-linked straight-line shadow band remains under investigation. No visual shadow fix or phone performance improvement is claimed from host checks. Vehicle/pedestrian shadows retain their rendering path. Audio dropout protection remains enabled by default; game-side starvation still needs a device recording with low-latency audio off.

Test10 validation and known issues

  • Passed 19 Android UI tests, 11 Java regression groups, 11 native host groups with ASan/UBSan, and 83 contextual-input runtime checks. Android resources and 76 Java sources compiled; changed native sources and the full ARM64 build passed.
  • Verified the existing release signing identity, APK version 38, all 11 ARM64 libraries, 16 KiB alignment, all 44 touch icons, six driver archives and 24 driver member hashes.
  • The camera-linked straight-line shadow band remains unresolved. It did not reproduce in the supplied Test9 session. The new capture tools collect evidence; they do not establish a rendering fix.
  • Sustained FPS, audio dropouts, thermal behavior and physical-controller use still need phone testing. Host checks do not establish a performance gain.
  • SHA-256 (XHYN-IV-0.5.9.3-xhyn-r2-test10.apk): `37b2d1f9823033aae0953c4c4ab4b10aede1a95c7b...
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XHYN IV r2 Test10 — UI, controls and session stability

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@XHYN-PH XHYN-PH released this 28 Oct 02:03

XHYN IV r2 — through Test10

Android testing release · r2 Test10

Download the Android APK

Install it over your existing XHYN IV app. Back up saves first; uninstalling removes app data. This release includes all r2 changes since r1.

Performance still needs work. Improvements will continue through future updates. No logs = no improvements.

Test10 — session stability and diagnostics

This release includes the previously unreleased Test9 refinements below, plus all earlier r2 changes.

  • Exclude host-menu pause transitions from frame statistics and adaptive draw-distance/FPS-guard windows. Logged sessions now keep up to 16 rolling hitch traces with recent presents, publish/outside-publish time, pipeline waits and texture activity. A long gap is evidence to investigate, not proof of a GPU stall.
  • Prioritize unseen shader pairs during bounded recorder lookahead, while keeping exact-pipeline preparation and normal draw fallback. Compiler-worker counts are unchanged.
  • Distinguish empty audio queues from intentional recovery silence. Repeated underruns can rebuild a bounded 2–6-block queue (about 11–32 ms), returning to two blocks after stable playback. Failed SDL device submission now returns the consumed frame’s producer credit.
  • Show sampled thermal severity, Guard Off/monitoring/active, requested GPU Turbo/backoff and draw scale in session details, Performance settings and exported context. The optional Heat overlay includes the guard state. Requested Turbo is not an achieved clock reading.
  • Give extended texture reuse its own bounded idle-image allowance, shared across memory heaps. Active textures no longer consume that extra-retention allowance. Reuse and retirement return reservations; OS/Vulkan pressure and allocation recovery bypass the extension. The existing opt-in setting is retained.
  • Give rejected mods specific PC-plugin, loose-data layout or episode-installer guidance, including the expected Xbox 360 path. Compatible data files still require the existing validation checks.
  • Classify intentional startup cache:/cache0:/cache1: probes as optional diagnostics while preserving missing-device behavior. Other missing paths and broken aliases retain their error path.

Interact’s bitmap loaded on the first attempt in the supplied Test9 report. The camera-linked shadow band did not reproduce in that session and remains unconfirmed; no new shadow-rendering fix is claimed. Phone performance, audio endurance and thermal behavior still require device validation.

Previously unreleased Test9 — included in Test10

Test9 was shared for device testing and was not published separately on GitHub. These changes ship together in Test10.

  • Compacted achievement rows, dialogs and the session panel. Bounded scrolling keeps Logs and editor controls reachable.
  • Made the overlay editor use the full window, including zero-gap edge placement. Added optional app CPU, readable GPU counters and actual render/output dimensions; unavailable GPU counters are labelled explicitly.
  • Split touch editor tools into Control, Arrange and Layout sections, with Save pinned in the header.
  • Unified controller navigation for launcher, menus and editors: D-pad/stick movement, A activation, B back, shoulder tab switching and visible focus. Added left-stick inversion and controller presets.
  • Extended the layout-switch hold to gameplay and phone layouts, including contextual parachute/minigame modes. Zero uses the earliest observation; menus/loading remain immediate.
  • Removed bundled V38 Patched and migrated its saved selection to Automatic. Other bundles retain their pinned hashes.
  • Kept CPU profiling from changing command batching unless heavy transport capture is explicitly selected. Added a separate graphics-detail capture with a larger query budget.
  • Removed periodic full draw scans for upload staging in the sparse path, retaining checked on-demand growth and fence-safe overflow retirement. Spread bounded pipeline lookahead across the frame and avoided unused texture-array preparation for textureless indexed draws.
  • Passed the installed touch-icon directory explicitly to native code and included the resolved path in failure logs. Added clearer mod-folder and unsupported PC-plugin guidance.
  • Added bounded shadow image captures: presenter input, available directional depth/color surfaces, camera matrices, frame IDs and submission IDs. PNGs and lossless raw copies are included intact in exported reports.
  • Marked unsupported sustained-performance requests in Settings and exposed actual internal/output dimensions during play.

The camera-linked straight-line shadow band remains under investigation. No visual shadow fix or phone performance improvement is claimed from host checks. Vehicle/pedestrian shadows retain their rendering path. Audio dropout protection remains enabled by default; game-side starvation still needs a device recording with low-latency audio off.

Test10 validation and known issues

  • Passed 19 Android UI tests, 11 Java regression groups, 11 native host groups with ASan/UBSan, and 83 contextual-input runtime checks. Android resources and 76 Java sources compiled; changed native sources and the full ARM64 build passed.
  • Verified the existing release signing identity, APK version 38, all 11 ARM64 libraries, 16 KiB alignment, all 44 touch icons, six driver archives and 24 driver member hashes.
  • The camera-linked straight-line shadow band remains unresolved. It did not reproduce in the supplied Test9 session. The new capture tools collect evidence; they do not establish a rendering fix.
  • Sustained FPS, audio dropouts, thermal behavior and physical-controller use still need phone testing. Host checks do not establish a performance gain.
  • SHA-256 (XHYN-IV-0.5.9.3-xhyn-r2-test10.apk): 37b2d1f9823033aae0953c4c4ab4b10aede1a95c7b8ea836c5a82ec03d01fa2b.

Test8 — easier menus, controls and performance tuning

  • Added a fullscreen editor for the performance overlay: drag its sample, adjust its appearance, move/collapse the tools, and save back to Settings.
  • Made the in-game menu and short dialogs more compact. Session details and Copy details sit side by side.
  • Added right-to-left menu opening, consistent closing motion, controller navigation, and clearer focus.
  • Simplified Logs into one report page. Play with logs and Play with detailed diagnostics sit together; the sessions/benchmarks browser and manual benchmark actions were removed.
  • Added inline On/Off choices and completed setting explanations, including graphics preparation time.
  • Cleaned up the controls editor with tool icons, control selection, precise movement, and clearer Undo/Redo state.
  • Kept the supplied mobile artwork, corrected Pause/camera mappings and game/editor tint, and added recovery for missing or damaged icon files. Xbox control geometry remains independent.
  • Added physical-controller deadzones, sensitivity, response curve, inversion, trigger threshold, vibration strength, and an input preview.
  • Added a configurable delay for walking/vehicle button changes. Zero keeps the earliest reliable switch.
  • Reworked data-file mods with clearer cards, setup help, conflicts, rejection messages, and unsaved-change protection.
  • Removed the restore-last-driver action. Advanced Turnip now includes cache layout, larger cache choices and a graphics-worker override.
  • Added one to five graphics compiler workers, half/quarter reflection sizes, an optional lower display refresh request, and a Balanced settings shortcut. Extra workers can increase heat; start with one or two.
  • Reduced audio producer blocking and added optional dropout protection. Lightweight graphics capture is the default; deeper captures remain available when needed.
  • Improved texture-retention work, bounded recovery for an initially suboptimal Android surface, and missing-asset diagnostics. Active VSync fallback is visible beside its setting.
  • Shadow distance stays at a minimum of 1×: shorter ranges can break nearby character and vehicle shadows. Use shadow detail or sun-shadow controls when reducing shadow cost.

This is a testing release. Sustained performance, graphics changes and controller behavior still need feedback from real devices. Normal Play keeps full logs off; the next game replaces the previous full log.

Fixed in Test7

  • Fixed the crash when opening the three dots beside Play. Logs also opens directly from Settings.
  • Lowered the main navigation and footer to remove the excess bottom gap; the achievement card follows the footer safely.
  • Removed Last session, Last rendered and Free RAM from the launcher summary.
  • Made the mobile controls and editor use the full window. Xbox layout geometry stays independent.
  • Moved the transparent IV logo and gameplay details above Resume in the in-game menu.
  • Changed optional outlines to follow button circles; glyphs stay clean.
  • Corrected missing or misleading action artwork, including Interact, weapon, focus, pause and map tabs.
  • Matched the controls editor with gameplay, including colors, opacity, hidden buttons and hints.
  • Added optional touch-area and overlap guides to the editor.
  • Added Save, Discard and Keep editing when leaving a changed layout or advanced Turnip options, including Android system Back.
  • Fixed Turnip Reset labels and consistent spacing across options and secondary menus.
  • Kept settings scroll position and focus after choosing an option, with saved next-launch settings preserved.
  • The pause menu waits for gameplay information instead of showing empty statistics, and shows the driver actually in use.
  • Simplified menu transitions and button feedback, and removed continuous launcher background movement.
  • Replaced the large preparation completion toast with a short status chip.
  • Launcher problems can be reported from Logs even when Play will ...
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XHYN IV r2 Test8 — menus, controls and performance tuning

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@XHYN-PH XHYN-PH released this 25 Oct 08:49

XHYN IV r2 — through Test8

Android testing release · r2 Test8

Download the Android APK

Install it over your existing XHYN IV app. Back up saves first; uninstalling removes app data. This release includes all r2 changes since r1.

Performance still needs work. Improvements will continue through future updates. No logs = no improvements.

Test8 — easier menus, controls and performance tuning

  • Added a fullscreen editor for the performance overlay: drag its sample, adjust its appearance, move/collapse the tools, and save back to Settings.
  • Made the in-game menu and short dialogs more compact. Session details and Copy details sit side by side.
  • Added right-to-left menu opening, consistent closing motion, controller navigation, and clearer focus.
  • Simplified Logs into one report page. Play with logs and Play with detailed diagnostics sit together; the sessions/benchmarks browser and manual benchmark actions were removed.
  • Added inline On/Off choices and completed setting explanations, including graphics preparation time.
  • Cleaned up the controls editor with tool icons, control selection, precise movement, and clearer Undo/Redo state.
  • Kept the supplied mobile artwork, corrected Pause/camera mappings and game/editor tint, and added recovery for missing or damaged icon files. Xbox control geometry remains independent.
  • Added physical-controller deadzones, sensitivity, response curve, inversion, trigger threshold, vibration strength, and an input preview.
  • Added a configurable delay for walking/vehicle button changes. Zero keeps the earliest reliable switch.
  • Reworked data-file mods with clearer cards, setup help, conflicts, rejection messages, and unsaved-change protection.
  • Removed the restore-last-driver action. Advanced Turnip now includes cache layout, larger cache choices and a graphics-worker override.
  • Added one to five graphics compiler workers, half/quarter reflection sizes, an optional lower display refresh request, and a Balanced settings shortcut. Extra workers can increase heat; start with one or two.
  • Reduced audio producer blocking and added optional dropout protection. Lightweight graphics capture is the default; deeper captures remain available when needed.
  • Improved texture-retention work, bounded recovery for an initially suboptimal Android surface, and missing-asset diagnostics. Active VSync fallback is visible beside its setting.
  • Shadow distance stays at a minimum of 1×: shorter ranges can break nearby character and vehicle shadows. Use shadow detail or sun-shadow controls when reducing shadow cost.

This is a testing release. Sustained performance, graphics changes and controller behavior still need feedback from real devices. Normal Play keeps full logs off; the next game replaces the previous full log.

Fixed in Test7

  • Fixed the crash when opening the three dots beside Play. Logs also opens directly from Settings.
  • Lowered the main navigation and footer to remove the excess bottom gap; the achievement card follows the footer safely.
  • Removed Last session, Last rendered and Free RAM from the launcher summary.
  • Made the mobile controls and editor use the full window. Xbox layout geometry stays independent.
  • Moved the transparent IV logo and gameplay details above Resume in the in-game menu.
  • Changed optional outlines to follow button circles; glyphs stay clean.
  • Corrected missing or misleading action artwork, including Interact, weapon, focus, pause and map tabs.
  • Matched the controls editor with gameplay, including colors, opacity, hidden buttons and hints.
  • Added optional touch-area and overlap guides to the editor.
  • Added Save, Discard and Keep editing when leaving a changed layout or advanced Turnip options, including Android system Back.
  • Fixed Turnip Reset labels and consistent spacing across options and secondary menus.
  • Kept settings scroll position and focus after choosing an option, with saved next-launch settings preserved.
  • The pause menu waits for gameplay information instead of showing empty statistics, and shows the driver actually in use.
  • Simplified menu transitions and button feedback, and removed continuous launcher background movement.
  • Replaced the large preparation completion toast with a short status chip.
  • Launcher problems can be reported from Logs even when Play will not start. Normal Play still has logging off, and old full logs are cleared automatically.

Launcher and menus

  • Refined the launcher layout, Play button spacing, installation status, community links and safe-area handling. More now sits beside Play.
  • Added an achievement progress card that opens the achievement browser, replacing the duplicate launcher entry.
  • Expanded device, Android, GPU, memory, resolution, FPS-cap, graphics and driver information.
  • Added a compact in-game menu with the IV icon, session information and grouped actions. Touch and Controller settings have separate sections.
  • Added restrained menu animations and a shared Reduce motion preference.
  • Preserved the selected category, scroll position and return screen when opening settings, achievements, cheats or the controls editor.

Settings and performance overlay

  • Added settings categories, search, help, exact value entry, Save/Discard and category reset.
  • Separated live settings from changes that require a restart. Pending changes remain saved, with a Quit now/Later prompt.
  • Added FPS and Detailed displays with adjustable position, text size and opacity, plus optional memory and temperature information.
  • Added a preview for the performance display and better placement when rotating the phone.
  • Updated defaults for new or reset configurations: VSync Off requested, motion blur Off, FXAA, Native upscaling, SMAA Low when selected, 256 shadows, reflection AA Off, Near reflection distance, water/environment updates Off, draw distance 0.85 and converted texture disk cache On. Existing custom values are preserved.
  • Corrected AA Off handling so older MSAA values do not override it. Options that do not apply to the selected AA or upscaler are inactive.
  • Added film-grain control for The Lost and Damned and output-dithering control.
  • Show the actual presentation mode and active AA separately from the requested settings.

Touch, mouse and gyro controls

  • Updated mobile and Xbox touch artwork, matching editor previews and shared stick styling. Fixed icon installation so the renderer uses the bundled artwork after an update.
  • Added optional outlines around circular touch buttons; outlines default Off and icons stay clean.
  • Added mobile hold-to-lock aiming with an adjustable hold threshold, lock indicator and reset handling around gameplay transitions.
  • Added phone gyro camera modes: Off, Aim only and Gameplay, with sensitivity, smoothing and X/Y inversion.
  • Improved gyro behavior when pausing, switching apps and rotating the phone.
  • Added mouse movement, buttons and wheel input, with sensitivity and inversion settings. Mouse capture is released around menus and app switching.
  • Added camera, focus, radar, radio, cinematic and map/menu controls through the game's existing actions.
  • Added a visible, time-limited input recording option under Diagnostics.

Controls editor

  • Unified the mobile and Xbox layout editor across the launcher and in-game menu. Each layout remains independent.
  • Added context previews, center and alignment guides, adjustable grids and snapping, numeric position/scale/opacity, hide/show, context reset and Undo/Redo.
  • Added layout import/export. Imports preserve controls and contexts that are not included in the imported file.
  • Added explicit Save, Discard and Keep editing, with full-window mobile geometry matching gameplay.

Achievements and cheats

  • Unified launcher counts and native achievement tracking, with refresh after installation and save-backup import.
  • Added achievement search, All/Locked/Unlocked filters, icons, points, descriptions, unlock dates and detail views.
  • Added persistent secret-detail visibility and independent unlock-notification settings.
  • Added achievement catalog preparation from installed game files during installation or from the browser, without starting gameplay.
  • Added searchable cheat categories and clearer request status.
  • Fixed cheat requests being cancelled before they could run.
  • Added health, armour, vehicle repair, money, invincibility on/off and time-of-day actions with single-player guards. Health and armour check the resulting values where available.
  • Retained the option to respect achievement restrictions when cheats are used.

Saves, game files and mods

  • Added individual save-slot browsing, export, import and deletion, with backups and recovery if an operation fails.
  • Improved save names and progress information where available. Deleting a save slot keeps account achievements.
  • Removed the separate Recover removed/replaced slot menu action while keeping internal transaction recovery.
  • Added an accessible Android/media game folder, clearer installation locations and free-space checks. Original files are kept after copying.
  • Added compatible Xbox 360 data-file mods with separate switches, load order, conflict information and a record of which mods loaded last time.
  • Kept the mod menu responsive while scanning or saving. A mod that fails to load leaves earlier working mods in place.
  • PC DLL/ASI/EXE plugins are not supported by the data-file mod menu.

Graphics preparation and rendering

  • Added graphics preparation before gameplay, with a time limit and Skip button.
  • Made preparation progress and completion messages clearer, including skipped or unfinished work.
  • Improved graphics preparation and reuse of previously processed drawing information....
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XHYN IV 0.5.9.3-xhyn-r2-test7

Pre-release

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@XHYN-PH XHYN-PH released this 25 Oct 06:04

Android testing release · r2 Test7

Download the Android APK

Install it over your existing XHYN IV app. Back up saves first; uninstalling removes app data. This release includes all r2 changes since r1.

Performance still needs work. Improvements will continue through future updates. No logs = no improvements.

Fixed in Test7

  • Fixed the crash when opening the three dots beside Play. Logs also opens directly from Settings.
  • Lowered the main navigation and footer to remove the excess bottom gap; the achievement card follows the footer safely.
  • Removed Last session, Last rendered and Free RAM from the launcher summary.
  • Made the mobile controls and editor use the full window. Xbox layout geometry stays independent.
  • Moved the transparent IV logo and gameplay details above Resume in the in-game menu.
  • Changed optional outlines to follow button circles; glyphs stay clean.
  • Corrected missing or misleading action artwork, including Interact, weapon, focus, pause and map tabs.
  • Matched the controls editor with gameplay, including colors, opacity, hidden buttons and hints.
  • Added optional touch-area and overlap guides to the editor.
  • Added Save, Discard and Keep editing when leaving a changed layout or advanced Turnip options, including Android system Back.
  • Fixed Turnip Reset labels and consistent spacing across options and secondary menus.
  • Kept settings scroll position and focus after choosing an option, with saved next-launch settings preserved.
  • The pause menu waits for gameplay information instead of showing empty statistics, and shows the driver actually in use.
  • Simplified menu transitions and button feedback, and removed continuous launcher background movement.
  • Replaced the large preparation completion toast with a short status chip.
  • Launcher problems can be reported from Logs even when Play will not start. Normal Play still has logging off, and old full logs are cleared automatically.

Launcher and menus

  • Refined the launcher layout, Play button spacing, installation status, community links and safe-area handling. More now sits beside Play.
  • Added an achievement progress card that opens the achievement browser, replacing the duplicate launcher entry.
  • Expanded device, Android, GPU, memory, resolution, FPS-cap, graphics and driver information.
  • Added a compact in-game menu with the IV icon, session information and grouped actions. Touch and Controller settings have separate sections.
  • Added restrained menu animations and a shared Reduce motion preference.
  • Preserved the selected category, scroll position and return screen when opening settings, achievements, cheats or the controls editor.

Settings and performance overlay

  • Added settings categories, search, help, exact value entry, Save/Discard and category reset.
  • Separated live settings from changes that require a restart. Pending changes remain saved, with a Quit now/Later prompt.
  • Added FPS and Detailed displays with adjustable position, text size and opacity, plus optional memory and temperature information.
  • Added a preview for the performance display and better placement when rotating the phone.
  • Updated defaults for new or reset configurations: VSync Off requested, motion blur Off, FXAA, Native upscaling, SMAA Low when selected, 256 shadows, reflection AA Off, Near reflection distance, water/environment updates Off, draw distance 0.85 and converted texture disk cache On. Existing custom values are preserved.
  • Corrected AA Off handling so older MSAA values do not override it. Options that do not apply to the selected AA or upscaler are inactive.
  • Added film-grain control for The Lost and Damned and output-dithering control.
  • Show the actual presentation mode and active AA separately from the requested settings.

Touch, mouse and gyro controls

  • Updated mobile and Xbox touch artwork, matching editor previews and shared stick styling. Fixed icon installation so the renderer uses the bundled artwork after an update.
  • Added optional outlines around circular touch buttons; outlines default Off and icons stay clean.
  • Added mobile hold-to-lock aiming with an adjustable hold threshold, lock indicator and reset handling around gameplay transitions.
  • Added phone gyro camera modes: Off, Aim only and Gameplay, with sensitivity, smoothing and X/Y inversion.
  • Improved gyro behavior when pausing, switching apps and rotating the phone.
  • Added mouse movement, buttons and wheel input, with sensitivity and inversion settings. Mouse capture is released around menus and app switching.
  • Added camera, focus, radar, radio, cinematic and map/menu controls through the game's existing actions.
  • Added a visible, time-limited input recording option under Diagnostics.

Controls editor

  • Unified the mobile and Xbox layout editor across the launcher and in-game menu. Each layout remains independent.
  • Added context previews, center and alignment guides, adjustable grids and snapping, numeric position/scale/opacity, hide/show, context reset and Undo/Redo.
  • Added layout import/export. Imports preserve controls and contexts that are not included in the imported file.
  • Added explicit Save, Discard and Keep editing, with full-window mobile geometry matching gameplay.

Achievements and cheats

  • Unified launcher counts and native achievement tracking, with refresh after installation and save-backup import.
  • Added achievement search, All/Locked/Unlocked filters, icons, points, descriptions, unlock dates and detail views.
  • Added persistent secret-detail visibility and independent unlock-notification settings.
  • Added achievement catalog preparation from installed game files during installation or from the browser, without starting gameplay.
  • Added searchable cheat categories and clearer request status.
  • Fixed cheat requests being cancelled before they could run.
  • Added health, armour, vehicle repair, money, invincibility on/off and time-of-day actions with single-player guards. Health and armour check the resulting values where available.
  • Retained the option to respect achievement restrictions when cheats are used.

Saves, game files and mods

  • Added individual save-slot browsing, export, import and deletion, with backups and recovery if an operation fails.
  • Improved save names and progress information where available. Deleting a save slot keeps account achievements.
  • Removed the separate Recover removed/replaced slot menu action while keeping internal transaction recovery.
  • Added an accessible Android/media game folder, clearer installation locations and free-space checks. Original files are kept after copying.
  • Added compatible Xbox 360 data-file mods with separate switches, load order, conflict information and a record of which mods loaded last time.
  • Kept the mod menu responsive while scanning or saving. A mod that fails to load leaves earlier working mods in place.
  • PC DLL/ASI/EXE plugins are not supported by the data-file mod menu.

Graphics preparation and rendering

  • Added graphics preparation before gameplay, with a time limit and Skip button.
  • Made preparation progress and completion messages clearer, including skipped or unfinished work.
  • Improved graphics preparation and reuse of previously processed drawing information.
  • Improved handling of devices with tighter graphics limits.
  • Added an option to keep recently used textures longer while respecting the memory budget.
  • Reduced unnecessary background work from performance diagnostics and fixed detailed GPU statistics.
  • Improved display refresh-rate changes and avoided repeatedly applying the same setting.
  • Improved Thermal Guard messages, cooldown behavior and session information.
  • Water entry remains user-confirmed fixed on the tested device.

Drivers

  • Added the ESMERINGHOY 27.0.0-devel (A7XX/A8XX) experimental driver for compatible Adreno devices.
  • Included seven driver choices, with separate original V38 and Vauzi packages, additional Adreno options and experimental RADV for compatible Xclipse devices.
  • Added compatible-first ordering, clearer driver labels, per-driver options, advanced Turnip rendering/cache controls and last-working-driver recovery.
  • Show the actual loaded driver, including system-driver fallback.
  • Added imported-driver deletion with confirmation and blocked driver imports/removal while playing.
  • Improved driver import error handling. An interrupted replacement keeps the previous driver, and replacing or deleting a driver clears outdated records.
  • Fixed compatibility problems in driver settings and graphics startup.
  • Improved experimental driver compatibility. Experimental depth clipping stays Off by default, and unsupported drivers fall back to System.

Logs and troubleshooting

  • Added optional performance recordings with frame-rate, temperature and battery information, plus recent-session history.
  • Added more useful graphics, settings and audio information to problem reports, with clearer messages when a recording is incomplete.
  • Kept normal Play free of diagnostic recording. Share/Delete actions are easier to find, and manual deletion asks for confirmation.
  • Automatic cleanup of previous full logs remains enabled. Export your report before starting another session.
  • Fixed settings cleanup and included the project license and touch-artwork credits in the APK.

Installation

Install the APK over your existing XHYN IV installation. Export saves first; do not uninstall just to update.

You must supply your own Xbox 360 GTA IV USA game files and Title Update 8 (0.0.8.5). Game files and the title update are not included.

Reporting a problem

Open Settings → Logs → Play with logs, reproduce the issue, then return to the lau...

Read more

XHYN IV 0.5.9.3-xhyn-r2-test6

Pre-release

Choose a tag to compare

@XHYN-PH XHYN-PH released this 24 Oct 16:15

Android testing prerelease · r2 Test6

Download XHYN-IV-0.5.9.3-xhyn-r2-test6.apk below. This release includes the accumulated r2 changes since r1.

Performance still needs work. Improvements will continue through future updates. No logs = no improvements.

Launcher and menus

  • Refined the launcher layout, Play button spacing, installation status, community links and safe-area handling. More now sits beside Play.
  • Added an achievement progress card that opens the achievement browser, replacing the duplicate launcher entry.
  • Expanded device, Android, GPU, memory, resolution, FPS-cap, graphics and driver information.
  • Added a compact in-game menu with the IV icon, session information and grouped actions. Touch and Controller settings have separate sections.
  • Added restrained menu animations and a shared Reduce motion preference.
  • Preserved the selected category, scroll position and return screen when opening settings, achievements, cheats or the controls editor.

Settings and performance overlay

  • Added compact settings categories, search, contextual help, precise numeric entry, Save/Discard and category reset.
  • Separated live settings from changes that require a restart. Pending changes remain saved, with a Quit now/Later prompt.
  • Added FPS and Detailed overlays with corner, centered and custom positions; adjustable text size and opacity; optional RAM and thermal information; and compact or separate-line layouts.
  • Added an overlay appearance preview and safe-area updates when the display rotates.
  • Updated defaults for new or reset configurations: VSync Off requested, motion blur Off, FXAA, Native upscaling, SMAA Low when selected, 256 shadows, reflection AA Off, Near reflection distance, water/environment updates Off, draw distance 0.85 and converted texture disk cache On. Existing custom values are preserved.
  • Corrected AA Off handling so older MSAA values do not override it. Options that do not apply to the selected AA or upscaler are inactive.
  • Added film-grain control for The Lost and Damned and output-dithering control.
  • Show the actual presentation mode and active AA separately from the requested settings.

Touch, mouse and gyro controls

  • Updated mobile and Xbox touch artwork, matching editor previews and shared stick styling. Fixed icon installation so the renderer uses the bundled artwork after an update.
  • Added optional icon outlines that follow the glyph silhouette; outlines default Off.
  • Added mobile hold-to-lock aiming with an adjustable hold threshold, lock indicator and reset handling around gameplay transitions.
  • Added phone gyro camera modes: Off, Aim only and Gameplay, with sensitivity, smoothing and X/Y inversion.
  • Improved gyro orientation, sensor timing and reset handling around pause, backgrounding, focus changes and rotation.
  • Forwarded Android captured mouse movement, button changes and wheel input to SDL, with sensitivity, inversion and capture release around menus and focus changes.
  • Added camera, focus, radar, radio, cinematic and map/menu controls through the game's existing actions.
  • Added a visible, time-limited input recording option under Diagnostics.

Controls editor

  • Unified the mobile and Xbox layout editor across the launcher and in-game menu. Each layout remains independent.
  • Added context previews, safe-area and center guides, adjustable grids and snapping, numeric position/scale/opacity, hide/show, context reset and Undo/Redo.
  • Added layout import/export. Imports preserve controls and contexts that are not included in the imported file.
  • Added explicit Save handling and checks that reject stale viewport calibration.

Achievements and cheats

  • Unified launcher counts and native achievement tracking, with refresh after installation and save-backup import.
  • Added achievement search, All/Locked/Unlocked filters, icons, points, descriptions, unlock dates and detail views.
  • Added persistent secret-detail visibility and independent unlock-notification settings.
  • Added achievement catalog preparation from installed game files during installation or from the browser, without starting gameplay.
  • Added searchable cheat categories and clearer request status.
  • Fixed cheat requests being cancelled by an unstable per-frame identity.
  • Added health, armour, vehicle repair, money, invincibility on/off and time-of-day actions with single-player guards. Health and armour check the resulting values where available.
  • Retained the option to respect achievement restrictions when cheats are used.

Saves, game files and mods

  • Added individual save-slot discovery, export, import and deletion, with package validation, protective backups and rollback.
  • Improved recognized save metadata and last-observed completion display. Account achievements remain separate from deleting a save slot.
  • Removed the separate Recover removed/replaced slot menu action while keeping internal transaction recovery.
  • Added an accessible Android/media game location, verified copying with originals retained, clearer extraction destinations and storage-space checks.
  • Added compatible loose Xbox-data mod overlays with independent enable/disable, priority ordering, conflict winners, validation details and last-launch mount results.
  • Moved mod scanning and saving off the UI thread. A failed mod rolls back its own overlay while preserving earlier valid mods.
  • PC DLL/ASI/EXE plugins are unsupported by the data-mod overlay.

Graphics preparation and rendering

  • Added bounded preparation of compatible learned pipeline recipes and available shader modules before gameplay, with a time budget and Skip.
  • Added clearer ready, skipped, cancelled, budget-expired and partial preparation results, including remaining work, failures and elapsed time.
  • Added bounded pipeline lookahead and cached vertex-declaration lookups.
  • Added coordinated shader/input-location remapping for devices with smaller vertex-input limits, preserving the normal mapping when remapping is unnecessary.
  • Added optional longer texture retention within the existing memory budget and pressure policy, plus texture-reuse diagnostics.
  • Reduced inactive profiler CPU work and corrected detailed GPU-query readback handling.
  • Refined display-rate requests to avoid reapplying unchanged settings and to allow seamless refresh-rate changes.
  • Refined Thermal Guard status precedence, cooldown handling and visibility in session information.
  • Water entry remains user-confirmed fixed on the tested device.

Drivers

  • Added the separately source-built ESMERINGHOY 27.0.0-devel (A7XX/A8XX) experimental driver, with its source and build information.
  • Bundled seven driver archives, including separate original V38 and Vauzi packages, A710/A720/A722 candidates and an experimental RADV Xclipse driver.
  • Added compatible-first ordering, clearer driver labels, per-driver options, advanced Turnip rendering/cache controls and last-working-driver recovery.
  • Show the actual loaded driver, including system-driver fallback.
  • Added imported-driver deletion with confirmation and blocked driver imports/removal while playing.
  • Hardened imports against invalid or duplicate paths, excessive sizes and unsafe metadata. Interrupted replacement preserves the previous package, and replacement/removal clears stale history.
  • Corrected Android SDK compatibility and Vulkan feature-query initialization.
  • Improved the experimental shader address rewrite and shared texture-detile compatibility path. Experimental depth clipping defaults Off; device admission continues to require the renderer's needed features.

Logs and troubleshooting

  • Added benchmark captures with fixed starting conditions, setting-change tracking, frame-spike counts, thermal/battery readings and bounded session history.
  • Expanded pipeline, texture, effective-settings and audio-starvation diagnostics, including overlapping or incomplete capture notices.
  • Kept normal Play free of diagnostic recording. Share/Delete actions are easier to find, and manual deletion asks for confirmation.
  • Automatic cleanup of previous full logs remains enabled. Export your report before starting another session.
  • Fixed native settings cleanup and included the project license and touch-artwork attribution in the APK.

Installation

Install the APK over your existing XHYN IV installation. Export saves first; do not uninstall just to update.

You must supply your own Xbox 360 GTA IV USA game files and Title Update 8 (0.0.8.5). Game files and the title update are not included.

Reporting a problem

Open Settings → Logs & troubleshooting → Play with logs, reproduce the issue, then return to the launcher and share the latest ZIP before another session. Include your phone, Android version, actual graphics driver, settings and a screenshot or video for visual issues.

Telegram · YouTube

XHYN IV 0.5.9.3-xhyn-r1 — PR testing

Pre-release

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@XHYN-PH XHYN-PH released this 19 Oct 12:12
d2d37e5

XHYN IV 0.5.9.3-xhyn-r1 — complete public changelog

This public update includes all accumulated XHYN IV features and fixes that had not yet been uploaded to this repository. All changes below are new in this public update.

Status: merged into main. The APK is still a testing pre-release.

Download the testing APK

Performance is still not that good, and work to improve it will continue through future updates. No logs = no improvements.

New launcher and menu improvements

  • Added XHYN IV branding, a refreshed app icon, a fullscreen city background, and a transparent IV logo in the upper-right corner.
  • Added a larger black XHYN IV title and clearer game installation/ready-to-play information.
  • Fixed the white line across the launcher background and restored a smooth gradient behind the bottom buttons.
  • Updated the launcher and in-game menus with a consistent GTA IV-inspired appearance.
  • Removed distracting menu borders and outlines.
  • Organized graphics/performance, controls, drivers, and troubleshooting inside Settings.
  • Placed Save changes beside Back so changes are easier to save.
  • Added two-column graphics and control settings on wider screens. Smaller screens and large text settings keep a readable single-column layout.
  • Added short explanations for graphics and advanced options, including settings that require a restart.
  • Removed duplicate menu actions, including the extra Resume/Back action and redundant performance-test entry.
  • Added a direct Edit controls shortcut to the in-game menu.
  • Moved save management into Game files.
  • Added GitHub, YouTube, and Telegram links side by side at the bottom right, with the version at the bottom left.

New touch controls and input fixes

  • Added GTA mobile-style controls with action icons, alongside Xbox-style on-screen controls and physical-controller support.
  • Added a small controller button to switch between Mobile and Xbox layouts.
  • Added layouts for on-foot gameplay, cars/boats, bikes, helicopters, passengers, the phone, menus/maps, and cutscenes.
  • Fixed controller input dropping during startup or loading.
  • Fixed movement and camera touches interfering with each other. Each finger keeps control of its own action until released.
  • Fixed an additional finger taking over an active camera swipe.
  • Added relative swipe camera movement for more natural aiming and looking around.
  • Added fixed, floating, and invisible movement-stick options, with adjustable smoothing.
  • Added wider sensitivity and control-size ranges, plus adjustable control and camera opacity.
  • Added clearer controller-button hints so actions such as LB/RB are easier to identify in shops and other contexts.
  • Fixed missing or unclear control hints, including on-foot LB, helicopter actions, and passenger controls.
  • Removed the heavy text shadows that made button names, action labels, and ammunition text difficult to read.
  • Improved controller detection so keyboards and mice do not incorrectly hide touch controls in controller-only automatic mode.

New fullscreen control editors

  • Added separate Edit mobile controls and Edit Xbox controls actions under Controls.
  • Added fullscreen launcher editors so layouts can be adjusted before starting the game.
  • Added a live mobile editor while playing, with context selection, drag, resize, hide/show, Save layout, and Reset context.
  • Added a movable, collapsible tool panel so it can be moved away from the buttons being edited.
  • Added the actual gameplay icons, stick previews, button hints, and selection outlines to the launcher editor.
  • Included all 92 mobile controls across the supported contexts and all 18 Xbox controls in the editor data.
  • Made the launcher and gameplay use the same saved layout files and defaults.
  • Fixed saved Xbox positions, sizes, and hidden states not being reflected correctly in the on-screen layout.
  • Preserved existing layouts when moving them to the shared layout location.
  • Made hidden or transparent controls visible while editing so they can still be selected.
  • Made Reset affect the selected context without clearing other layouts.
  • Fixed editor close/save handling: failed saves keep the editor open, and Android Back saves pending changes before leaving.
  • Preserved unsaved launcher-editor changes, the selected context, and the tool-panel position when Android recreates the screen.
  • Fixed editor callback/locking problems that could interfere with closing the editor or returning to the game.
  • Kept the game paused and gameplay input neutral while editing, preventing held editor touches from activating gameplay actions.
  • Made closing the in-game editor return to the pause menu; Resume controls when gameplay continues.
  • Improved editor sizing and safe-area handling around display cutouts.

New minimap and help-text fixes

  • Added top-left minimap placement and moved menu controls away from its default corner.
  • Fixed the minimap's top placement to follow the visible map instead of the empty padding around it.
  • Added adjustable vertical positioning, including negative values. Try -1% if the map still needs to move higher.
  • Kept the minimap, route, blips, and touch area aligned when its position changes.
  • Fixed nearby tutorial/help text staying in its old location after the minimap moved.
  • Made the help text, icon, and background follow the minimap together, with readable screen bounds and avoidance of nearby touch controls.
  • Fixed pause-menu/full-map route and blip alignment on wider screens through the included upstream updates.
  • Very large negative offsets can intentionally move part of the minimap off-screen.

New graphics settings and rendering fixes

  • Added accessible resolution choices from 480p through 1080p, with Native rendering and FSR 1 quality/sharpness controls.
  • Added clearer anti-aliasing, VSync, frame-cap, draw-distance, shadow, reflection, and queued-frame options.
  • Added guides that explain what options change and their likely performance cost.
  • Prevented restart-only options from being presented as live changes while the game is running.
  • Fixed saved display settings being overridden by old launch defaults.
  • Included the upstream fix for the 720p default incorrectly using the phone's full resolution.
  • Fixed an overly strict shader check that could affect scene rendering and touch controls.
  • Improved shader output handling and motion-blur override compatibility across supported shader layouts.
  • Improved FSR 1 fallback handling and cleaned up graphics choices that were not active or supported.
  • Fixed saved upscaler choices pointing to inactive options by moving them to a supported mode.
  • Fixed device-specific Turnip safeguard handling for black-screen/light-rendering problems, with the Adreno 650 workaround kept specific to the affected GPU/driver path.
  • Improved rendering on eligible devices without clip/cull-distance shader support. This compatibility path does not reproduce the missing clipping feature.
  • Included compatible multisample fallback and CPU texture-decoding paths needed by experimental Mali support.
  • Improved clear, resolve, and render-state handling while keeping validation and safe shader fallbacks.

New performance, memory, and loading improvements

  • Stopped normal Play from enabling diagnostic recording or verbose input, shader, pipeline, and renderer tracing, including when older configuration files requested it.
  • Reduced repeated CPU work when preparing draw commands, looking up texture bindings, and updating shader data.
  • Reused temporary buffers and preparation storage to reduce repeated allocations.
  • Improved texture retention so reusable textures can stay cached longer when memory allows, instead of being discarded as aggressively by age alone.
  • Added memory budgeting based on available RAM and the graphics driver's reported memory budget, with a fallback when that information is unavailable.
  • Added bounded memory-pressure cleanup while protecting textures still needed by current, queued, or in-flight GPU work.
  • Limited background texture conversion work to the CPU resources available to the app.
  • Added an optional converted-texture disk cache with corruption checks, size limits, background writes, and normal conversion fallback. It is off by default.
  • Improved pipeline-cache reuse and spread learned shader/pipeline preparation across small work budgets.
  • Fixed preparation continuing when its setting was Off, and made cached, ready, and freshly prepared work clearer in the status information.
  • Improved cache recovery when a driver rejects old cache data.
  • Kept queued frames' environment and shader data consistent instead of changing data they still use.
  • Reduced unnecessary spinning while waiting for GPU fences and frame slots.
  • Improved optional CPU placement and Android performance hints so they account for available cores and the selected frame cap.
  • Improved display-refresh requests to match the chosen FPS cap where Android permits it.
  • Refined optional thermal protection, cooldown, and recovery behavior. Sustained performance and thermal options are grouped under advanced phone settings.
  • Included upstream CPU, generated-code, shader-cache, GPU texture-conversion, and renderer improvements since the repository's older Android base.

These changes aim to reduce overhead and stutter. They do not establish an FPS increase on every phone; comparable device testing is still needed.

New Android compatibility and stability fixes

  • Included startup memory-allocation fixes for older Android kernels.
  • Included Android 10 compatibility support for driver thread functions that are missing from that Android version.
  • Included the Android 1...
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