EmulatorsPorts

Forza Horizon on Android through recompilation


Pinyon Shift brings the original Xbox 360 Forza Horizon to many platforms, including an experimental Android build. The project recompiles the game for ARM64, with touch controls, controller support and Vulkan graphics. Colorado is heading into your pocket, although getting it there currently involves a Windows PC and some patience.

The latest release, version 0.5.1, went public on October 12 with Android build fixes, corrected HDR output on the AYN Odin 2 Portal and further CPU and GPU optimisations.

Is this a port or emulation?

The most accurate description is an unofficial native recompilation.

Pinyon Shift uses ShiftGlue, a fork of ReXGlue, to translate the Xbox 360 game’s PowerPC code into C++ ahead of time. That generated code is then compiled for the target device, including ARM64 on Android. The game does not need a CPU interpreter or JIT recompiler translating instructions while you play.

That makes it different from running the original executable through a conventional emulator. It also differs from the Bloodborne Android project, which uses FEXCore to translate CPU instructions during execution.

There is still compatibility work underneath. The runtime handles the console environment the game expects, while a renderer built for Forza Horizon processes its graphics commands through Vulkan. ReXGlue draws heavily on Xenia’s work, so claiming the project has no connection to emulation technology would be wrong.

Forza Horizon on Android through recompilation

Android performance

The Android documentation reports around 60 fps on the Snapdragon 8 Gen 2 powered Odin 2 Portal with Turnip, reduced reflection updates, shadows disabled and MSAA off. The Snapdragon 8 Elite tablet, the developer tested on, initially reaches 60 fps but settles nearer 30 after heating up.

Android requires ARM64, Android 13 or newer, Vulkan 1.3 and roughly 8 GB of free device storage. The project targets Snapdragon 8 Gen 2 or newer. Its RAM guidance is inconsistent: the README mentions 8 GB, while the Android guide targets 12 GB, so neither should be treated as a proven universal minimum.

You build the APK yourself

There is no ready-made Android APK in the release downloads. You need your own dump of the supported USA Xbox 360 disc, serial MS-2505.

First, the Windows launcher verifies and builds the PC version. Its Android panel then cross-compiles the game and packages your APK. The initial PC build is estimated at 20 to 60 minutes, with another 20 to 60 minutes for the first Android build. So, it’s a lengthy process, a bit complicated for folks who didn’t compile anything till now, and there are no guarantees that it will work. If you would rather wait, I am confident that we will see ready to use APK in near future (excluding the dump itself ofcourse).

Credit goes to arcanite24’s Pinyon Shift and ShiftGlue work, ReXGlue, Xenia, and the static recompilation foundations of XenonRecomp and rexdex’s recompiler. The project looks like a fine way to spend your weekend tinkering, if you are willing to do so. I know I am, and if successful, I will post an update on Monday.

Links

Project and launcher downloads
Version 0.5.1 release notes

D.B.

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