Image 1 — Miyoo Mini - Ports Collection
Image 2 — Miyoo Mini - Ports Collection

Miyoo Mini - Ports Collection

I worked on a website/repo to keep track of game ports for the Miyoo Mini, Mini Plus and Mini Flip that aren’t in the OnionUI Ports Collection.

The OnionUI Ports Collection stopped updating in May 2024, but the MM has been getting a new port almost every other day (at least, that’s what it feels like).
I have added a simple page where you can search/filter by category, status and whether the port is free or needs original game files.

Website (idk if I will get a domain, this seems to be fine for now):
https://producdevity.github.io/MiyooMini-Ports/

GitHub:
https://github.com/Producdevity/MiyooMini-Ports

I added the ports that I was able to find by googling and searching reddit, but the idea is that you can make easily make PR to add ports. There is also a page to see all the porters and a link to their donation platform for anyone wanting to support the devs/porters.

AI disclaimer: I instructed it, clanker wrote it, I checked it. I cared mostly about the shape of everything, the data and the generation/validation scripts, and wrote most of the text myself because I can’t stand how AI’s word and phrase things. I have not looked particularly closely at most of the actual website code.

u/Producdevity — 5 days ago
▲ 300 r/MiyooMini

Miyoo Mini Ports Collection

I worked on a website/repo to keep track of game ports for the Miyoo Mini, Mini Plus and Mini Flip that aren’t in the OnionUI Ports Collection.

The OnionUI Ports Collection stopped updating in May 2024, but the MM has been getting a new port almost every other day (at least, that’s what it feels like).
I have added a simple page where you can search/filter by category, status and whether the port is free or needs original game files.

Website (idk if I will get a domain, this seems to be fine for now):
https://producdevity.github.io/MiyooMini-Ports/

GitHub:
https://github.com/Producdevity/MiyooMini-Ports

I added the ports that I was able to find by googling and searching reddit, but the idea is that you can make easily make PR to add ports. There is also a page to see all the porters and a link to their donation platform for anyone wanting to support the devs/porters.

AI assisted disclaimer: Clanker wrote it, I checked it. I cared mostly about the shape of everything, the data and the generation/validation scripts, and wrote most of the text myself because I can’t stand how AI’s word and phrase things. I have not looked particularly closely at most of the actual website code.

u/Producdevity — 5 days ago
▲ 986 r/StardewValleyMods+1 crossposts

Stardew on a device the size of a fridge magnet with 128MB of RAM.

I recently shared [this post](https://www.reddit.com/r/StardewValley/s/Uzp3XAV85H) and promised to give an update when I would release the port.

Working on this for the past 5 months and it finally runs "good enough" on the **Miyoo Mini**. It's a device with a small 1.2Ghz dual-core CPU, no GPU and huge 128MB of memory, the fact that it runs at all is enough for me but I have seriously enjoyed playing Stardew on this device.

My eyes are too old, I feel like I get RSI playing for more than 5 minutes, but it's just amazing having a device the size of a fridge magnet in your pocket that can play the full Stardew game.

---

You can find the project and downloads on my [GitHub](https://github.com/Producdevity/stardew-valley-miyoo-mini-port). There are 2 ways of setting it up, there is a script that you can run if you are comfortable with a terminal or you can use the Setup App. **You have to own the game on Steam** (I didn't test GOG) and it only works with a specific compatibility version. The Setup App lets you scan the Steam QR code and will download the correct version for you and walk you through the steps of setting it up.

Enjoy and thank you ConcernedApe for this amazing game!

u/Producdevity — 9 days ago
▲ 174 r/RG35XX_H+4 crossposts

COD BO Zombies Crossplay - Linux ARM Port

COD Black Ops Zombies Online Multiplayer (Crossplay PS Vita) Device in the picture; RG35XX-H

Not directly for the Vita, but an addition to the ports scene.

# Multiplayer

Local Wi-Fi works without a server. To use Play Online (crossplay with vita), edit config.txt in the port directory:

```
multiplayer_server=boz-online.xubi.org
multiplayer_proxy=0
voice_chat=0
player_name=JeKaleVader
```

# Voice Chat

Voice chat defaults to off. Set voice_chat=1 to enable it. The devices I use during development do not expose ALSA capture device, so voice input on those systems requires a supported USB microphone or audio adapter. If you got a fancy linux-arm handheld, this should work out of the box.

# Crossplay with PSVita

Cross-play with the PS Vita port also works with the `multiplayer_server` changed to the one made and hosted by devnoname120

My attempt to reimplement the server results in something that works, but honestly the one made by u/devnoname120 who brought you guys the PSVita port of this game works much better (and has more active players atm).

GitHub

Patreon - Not directly for this project, but it has been difficult keeping EmuReady (and the GameHub Lite servers) running with the insane amount of traffic and many apps/frontends/projects/emulators that use our API. Last 4 months have all been above €400 (or 460 “freedom units”). I usually don’t “advertise” the Patreon page and not many people join because you can find all my work online for free, but it’s very much appreciated if you have the means to.

u/Producdevity — 13 days ago
▲ 75 r/RG35XX+2 crossposts

COD Black Ops Zombies Online Multiplayer (Crossplay PS Vita) - RG35XX-H

Multiplayer

Local Wi-Fi works without a server. To use Play Online, edit config.txt in the port directory:

```
multiplayer_server=134.209.119.3
multiplayer_proxy=0
voice_chat=0
player_name=JeKaleVader
```

The online server lives in the cod-boz-online repository and includes instructions for self-hosting.
(I am probably not keeping this server up forever)

Voice Chat

Voice chat defaults to off. Set voice_chat=1 to enable it. The devices I use during development do not expose ALSA capture device, so voice input on those systems requires a supported USB microphone or audio adapter. If you got a fancy linux-arm handheld, this should work out of the box.

Crossplay with PSVita

All players must use the same server address. Cross-play with the PS Vita port also works when both versions use `boz-online.xubi.org`. Keep `multiplayer_proxy=0`, this is only relevant during development.

My attempt to reimplement the server results in something that works, but honestly the one made by the dev who ported this game to the PS Vita (devnoname120) works much better (and has more active players atm).

GitHub

Patreon - Not directly for this project, but it has been difficult keeping EmuReady running with the insane amount of traffic and many apps/frontends/projects that use our API. Last 4 months have all been above €400 (or 460 freedom units). I usually don’t “advertise” the Patreon page and not many people join because you can find all my work online for free, but it’s very much appreciated if you have the means to.

u/Producdevity — 15 days ago
▲ 163 r/MiyooMini+1 crossposts

Stardew Valley Miyoo Mini Port - Setup App

I recently shared a port of Stardew Valley for the Miyoo Mini. The setup process was a bit too technical for a lot of users so I have spent the past week working on a GUI that makes this easier. If you already have Stardew Valley installed via Steam, please uninstall it first.

  1. Download the macOS, Windows or Linux package/app/executable.
  2. Press the blue Steam button and scan the QR to authenticate.
  3. If it’s done, the app will tell you if you are missing any dependencies
  4. Once all checks are green you can start patching

https://github.com/Producdevity/stardew-valley-miyoo-mini-port

I have not done proper signing for Windows and macOS, so you will get a warning about it being “dangerous”. You either trust me, compile it from source or just use the `prepare.sh` script directly. GitHub

u/Producdevity — 18 days ago
▲ 44 r/RG35XX+2 crossposts

XBOX Cloud Steaming client made in Zig

Work in progress, I don’t think anybody asked for this. Shitty wifi chip and a 3.5” 640x480 display is probably the worst combo for cloud streaming.

Device: RG35XX-H

u/Producdevity — 23 days ago
▲ 959 r/MiyooMini+1 crossposts

[RELEASE] Stardew Valley for the Miyoo Mini

First public (experimental) release of Stardew Valley Port for Miyoo Mini running OnionOS.

By grabbing Stardew Valley and squeezing really hard I managed to make it fit. While not the smoothest experience, it does work while retaining everything that is in the original game.

It’s not practical, my hands hurt after playing for more than 5 minutes and my eyes are too old to even see what is going on.

While everything does work, but this thing has a 1.2Ghz dual core processor, lacks a GPU and has 128MB of memory (~92MB usable memory). There are fridges and calculators with more horsepower, so please set your expectations. early game 20-30fps, mid-late game and during combat ~14FPS.


> The setup may be a bit daunting for some, I am working on making this easier but for now I would recommend to really read the instructions carefully and provide the errors/logs in a GitHub issue if run into any issues.

GitHub

u/Producdevity — 25 days ago
▲ 85 r/SBCGaming+1 crossposts

Xbox Game Pass (Cloud Streaming) on the RG35XX-H

Very early look at a project I am working on that brings Xbox Cloud Streaming to linux-arm doodads made in Zig :)

Not who asked for this, I signed up for Game Pass just to work on this but I am sure someone out there wants this.

Device: RG35XX-H (MuOS)

u/Producdevity — 25 days ago
▲ 118 r/antiai

My annoyances with “vibecoders”

I mostly need to vent. We often have posts where someone says something along the lines of “fixed your art” and then respond with a slop version of the original art.

Although not directly comparable, I have recently been working on a couple game ports and have been getting a lot of “help” offered by “vibecoders”. It well intentioned but it’s starting to bother me so much.

I just don’t get the point, people who make code contributions who have never even read the code. Or offering to help resolve technical problems when they themselves have zero expertise.

I just find it insulting. If I wanted something done by AI, there is absolutely zero reason it wouldn’t be more efficient for me to just ask the AI myself directly.

I am not going to pretend that it doesn’t sit right with me that everyone with 20$ and enough time now (thinks they) can do what developers invested years or decades into to do. But I’m mostly just bothered by the pretentious vibecoders, the people who fake competence and honestly believe that the skills devs have are obsolete.

I have nothing valuable to add, just bothered by it and wanted to post about it. Also, didn’t find a fitting flair, hopefully this is good enough. Thanks for reading

u/Producdevity — 25 days ago
▲ 24 r/RG35XX+1 crossposts

[PORT] The Swapper

Ported The Swapper to PortMaster compatible devices and CFW. It’s currently available on my GitHub and after some more testing eventually on PortMaster.

Primarily tested on Knulli and MuOS. If you happen to use ROCKNIX or AmberELEC feel free to share any issues you may encounter as a GitHub issue and I’ll try to resolve them asap.

R36S isn’t supported, but you are free to try it anyway

Device: RG40XX-H

u/Producdevity — 26 days ago
▲ 202 r/AndroidNativePorts+3 crossposts

[PORT] Call of Duty - Black Ops Zombies - Multiplayer WIP

Have been working on this for some time. The Android version of Call of Duty BO Zombies ported to PortMaster compatible devices/CFW.

You can find the source and downloads/releases on GitHub but I would prefer if you find the Testing thread in the PortMaster Discord server.

Before this will end up in PortMaster there are a couple of things to iron out and testing on various devices/CFW does help a lot.

The screenshot is something I am working on but is far from being done yet. I am attempting to reimplement Online Multiplayer and local multiplayer. The psvita port of this game also has online multiplayer in beta, if there is interest from the vita dev we might be able to have online multiplayer be shared between the portmaster and vita port of this game. The netplay server code is in Go and will also appear on my github soon.

R36S folks, you need wifi for the initial install, sorry.

Devices; RG40XX-H and RG35XX-H. Primarily tested on MuOS and Knulli, but other CFW’s supported by PM should also work

u/Exciting-Machine9202 — 27 days ago
▲ 1.4k r/MiyooMini+1 crossposts

Stardew Valley running with 128MB of RAM

Hey!

I have been working on this for the past few months and wanted to share my progress.

Device is a Miyoo Mini, a small gameboy-style arm linux handheld (technical name is Doodad). It’s the size of a fridgemaget, has a dual core 1.2 GHz processor, no GPU and a whopping 128MB of RAM.

By grabbing Stardew Valley and squeezing really hard I managed to make it fit. While not the smoothest experience, it does work while retaining everything that is in the original game.

It’s not practical, my hands hurt after playing for more than 5 minutes and my eyes are too old to even see what is going on.

Hope that this stuff is allowed here. Bye!

u/Producdevity — 1 month ago
▲ 146 r/MiyooMini+1 crossposts

Miyoo Mini - Stardew Valley

In the Emulation on Android scene this would qualify as runs perfectly

I posted about this and have been asked to share more details, not sure if this is what you meant but I am sharing it anyway.

This is achieved by running Stardew’s original managed C# game code under ARM Mono, but everything between the game and the screen is being rebuilt around what this little handheld can realistically do. Instead of sending graphics through OpenGL and several software wrappers (because this doodad doesn't have a GPU), the port turns Stardew’s draw calls into simple 2D operations and writes the finished pixels directly to the framebuffer. Textures are converted into smaller formats so they can be used without wasting most of the Miyoo’s 128MB of memory, and the busiest drawing routines are tuned for its ARM processor.

What that means is replacing the MonoGame’s OpenGL renderer with a custom compatibility layer and an ARMv7/NEON 2D rasterizer that writes directly to the /dev/fb0. Assets, memory layouts, input, saving, and hot draw paths are adapted specifically for the Miyoo Mini’s dual Cortex-A7 CPU and 128 MB RAM.

There is no OpenGL, EGL, gl4es, SwiftShader, SDL renderer, GPU dependency, or framebuffer readback stage.

Developing for this thing is a bit of a pain, but it is possible. The fact that it doesn't have Wifi or data over USB makes things very time consuming. I don't have the means to purchase a Miyoo Mini+ (or MM Flip) right now that does have wifi so I have set up my RG35XX-SP as a test enviroment by setting limitations that match the MM hardware (128 MB/1.2 GHz). I do most of the iteration testing on there and use QEMU for parts that I am able to validate in a headless enviroment.

Oh, there is also no sound. As expected it didn't fit into memory, even with the same patches (mmapped/streamed audio) we've used in the PortMaster port of Stardew. It might be possible to add it in the future, but it's not a priority (and I also don't like working with audio).

I don’t know when, or even if, this will get to a state where it’s worth releasing. I’ll probably end up putting it on my GitHub where you can find other ports/apps/projects I work on.

Device: Miyoo Mini V4

u/Producdevity — 1 month ago
▲ 406 r/MiyooMini+1 crossposts

Stardew Valley Port - Miyoo Mini

Wasn't sure if I should post this, please don't get your hopes up.

Stardew Valley running on the Miyoo Mini, not even close to running perfect but given the limitations of the hardware I think this is worth sharing :)

No idea when, or even if, this project will reach a state where it becomes worth releasing. The goal of this project was to learn more about the hardware and graphics programming.

Device: Miyoo Mini V4

u/Producdevity — 1 month ago
▲ 139 r/SBCGaming+1 crossposts

[PORT] Call of Duty - Black Ops Zombies

Call of Duty - Black Ops Zombies - Android Version

Installation

Copy the APK to:

ports/codboz/apk/game.apk

The expected APK version is 1.0.11 with SHA-256:

359ee68b6e0a3a66e921ec9b955b290dedb93135fd3c20904bc1bb6f47b5499d

Controls

Press Select to switch between cursor mode and game mode.

Button Action
Left Stick Move
Right Stick Look
D-Pad Down Crouch / prone
A Action / sprint
B Reload
X Melee
Y Grenade
L1 / L2 Aim
R1 / R2 Fire
Start Pause

GitHub Repository

GitHub Releases

There is also a test thread in the PortMaster discord, please provide any feedback there.

Device: RG35XX-H

u/Producdevity — 2 months ago
▲ 115 r/GameHubAndroid+2 crossposts

GameHub Lite v5.1.8 (SECURITY UPDATE)

GameHub Lite v5.1.8

Security: Steam token redaction in logs

GameHub Lite 5.1.8 fixes a logging issue where Steam authentication-related values could appear in diagnostic logs. In some cases, logs could include fields such as steamToken, refreshToken, or accessToken from Steam login/launch flows.

Publicly posted logs containing these fields should be deleted or redacted.

IMPORTANT

This should go without saying but If you find any security issues, please reach out PRIVATELY. I have not checked if this issue is still present in recent GameHub versions, already ruined my one day off I was spending with my family by the person who reported this publicly and I do not plan on spending any more time on this.

Changelog

The fix adds centralized log redaction for Steam/auth token fields, Steam QR login URLs, JWT-like token strings, and launch command token arguments before logs are written. This covers the app loggers, JavaSteam logging, and the PC launch-log file writer.

This release also pins local patch builds to apktool 2.12.1

GitHub Release

u/Confident_Hearing579 — 29 days ago

[PORTS] Call of Duty - Black Ops Zombies & The Swapper

I recently posted that I got Call of Duty - Black Ops Zombies Android to boot on the RG35XX-H.

I made some progress and wanted to share.

For anyone interested; https://github.com/Producdevity/cod-boz-port

Will come to PortMaster hopefully when I figure out the last few issues regarding controls.

—-

Also, I ported The Swapper, if you would like to help test there is a thread on the portmaster discord. The game is currently 85% off on Steam.

https://github.com/Producdevity/the-swapper-port

u/Producdevity — 2 months ago
▲ 144 r/BlackOps+2 crossposts

Call of Duty - Black Ops Zombies Port (in progress)

Call of Duty - Black Ops Zombies. (The Android version from like 14-ish years ago)

Device: RG35XX-H

Saw this getting ported to the PS Vita a while ago (by the dev devnoname120) and have been banging my head against the wall since. Finally got it running in a decent state. Still figuring out a lot of stuff regarding navigation (bc nothing happens when I touch the screen), but just wanted to share some progress on this. Will publish the source on my github once it’s done. You’ll need the provide the apk yourself for this port. Coming Soon™️

u/Producdevity — 2 months ago