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BananaNative targets Switch 2 games on Android phones

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By November 4, 2026, developer moceure had published BananaNative, an experimental project designed to run Nintendo Switch 2 games on Android through direct execution of their Arm64 code. Its initial prerelease lists support for specific versions of Donkey Kong Bananza and Mario Kart World, with substantial compatibility limitations.

The release follows moceure’s work on Eden SX2A, an unofficial Android emulator that the developer has stopped maintaining. BananaNative takes a different technical approach, although its developer’s compatibility claims remain limited to a narrow set of games and test hardware.

BananaNative adapts game code and graphics for Android

Moceure describes BananaNative as an Android port of seedds’ nxnative project, which targets Apple devices. The developer says the game’s Arm64 code executes directly on the phone’s CPU, while a host layer handles requests for console services. The project rebuilds the games’ NVN graphics operations using the Vulkan graphics API.

Before execution, BananaNative prepares the supplied game dump by rewriting its modules for Android and translating its shaders. Its documentation describes a host that supplies the system services the game would otherwise request from the console. The project’s use of the term native refers to direct CPU execution, alongside the work needed to adapt console services and graphics for Android.

The v0.1.0 prerelease notes mark Donkey Kong Bananza, using update 458752, as working. Mario Kart World version 1.8.0 is listed as a work in progress. The developer reports black pixels and a fault that can turn the 3D scene dark after a race when returning to character selection.

The documentation restricts compatibility to those versions and says the app flags a dump with a different version. It accepts games as extracted folders; NSP and XCI packages are not supported. In the initial build, preparing Mario Kart World entirely on the phone could also run out of memory.

For BananaNative, the developer specifies Android 13 or newer, a Snapdragon phone with Adreno graphics and at least 12GB of RAM. The documented test device used a Snapdragon 8 Elite Gen 5 processor and 16GB of RAM, with testing limited to its Qualcomm system driver and Turnip drivers. Testing on that single phone does not establish equivalent results across other Android hardware.

The initial release also includes optional Lossless Scaling frame generation, requiring the user’s own Lossless.dll file. The listed settings include:

  • Twofold, threefold or fourfold frame generation.
  • Targets of 60, 90 or 120 frames per second.

These are feature settings, rather than measured native performance results.

The release notes warn of crashes, graphics glitches and heavy device load. BananaNative does not include games, keys or shaders; users must supply their own game dump. Its developer labels the project unofficial and experimental, and says it is not affiliated with Nintendo, nxnative or Eden.

Eden SX2A development has stopped

Moceure marked the Eden SX2A repository as unmaintained, with no further updates planned, and redirected attention to BananaNative. The source code remains available under its license, and the developer permits others to continue the emulator through forks. The developer says Eden SX2A is separate from the official Eden app and is not supported by the Eden team.

Eden SX2A’s documentation describes it as an Android build based on PokeDinner, itself a fork of Eglantine. The Android project changed its underlying codebase during development: versions 0.2.1 and 0.2.2 used Eden-NS2, while older builds used Takoroka’s eden-nx2.

The developer lists the following hardware guidance for Eden SX2A:

  • Android 13 or newer.
  • 16GB of RAM recommended, with 12GB potentially sufficient for smaller games.
  • An Adreno GPU; phones using other graphics hardware were not tested.

Its documented Switch 2 readiness check examines the Android version, memory, graphics hardware and driver, alongside settings and file access. Passing a device check is separate from game compatibility: the developer’s notes say most games run slowly or have graphics problems, with some showing black or missing textures.

Separate work on Switch 2 support has also reached Eden’s code review process. Developer Camille LaVey reviewed a draft proposal, calling for additional research and coordination with contributors to the forks. The proposal remains unmerged; its existence does not establish released Switch 2 support in Eden.