github The412Banner/BannerHub v3.7.4
Bannerhub v3.7.4

3 hours ago

Warning

Only install official stable releases (like this one). Do NOT install pre-releases or raw CI artifacts — pre-release builds use a different package name (com.tencent.ig) and cannot be upgraded to stable without uninstalling first.

Important

Notification permission required. BannerHub will prompt for the Post Notifications permission when you start your first Epic, GOG, or Amazon download. You must allow it to receive download progress and completion notifications.

Important

Files access required for SD card storage. To save games to your SD card, BannerHub must be granted the Files and Media permission (Android Settings → Apps → BannerHub → Permissions → Files and media → Allow management of all files). Without it the SD card toggle has no effect.

What's new in v3.7.4

One focused fix: PC Vibration / Rumble no longer breaks x86_64 / Box64 game launches.

The problem (v3.7.0 – v3.7.3)

The PC Vibration / Rumble feature added in v3.7.0 loaded a small helper library, libevshim.so, into the Wine process via LD_PRELOAD to keep sustained rumble alive (SDL2 otherwise auto-stops the motor after ~1 second). That worked on arm64 / FEX containers — but on Box64, mapping that extra library into the game's address space corrupted the dynarec and made every x86_64 game launch die at startup with c000007b / wine has died. If you ran x86_64 titles under Box64 on v3.7.0–v3.7.3, this is the regression that was killing your games.

The fix (v3.7.4) — preload-free

v3.7.4 removes libevshim.so entirely. No extra library is mapped into Wine anymore, so the crash class is eliminated. Sustained rumble is preserved by patching every winebus.so in the container on disk so SDL2's ~1 s rumble auto-expiry never fires:

  • aarch64-unix and x86_64-unix (Box64) byte patterns are both handled, with the rumble-stop call sites left untouched so release-on-let-go still works.
  • Safety net: if the x86_64 pattern ever misses on a future Proton, the unmatched winebus.so is dumped to the app's external files directory for re-derivation rather than failing silently.
  • Everything else about the feature is unchanged — independent low/high motors, single-motor blend, instant release, multi-controller auto-wake, the per-game PC Vibration Settings dialog, and Export/Import config. Same continuous-rumble behavior, no library injected, no launch regression.

Validation

Device-verified before promotion:

  • Launch regression cleared: Dead Cells and ULTRAKILL launch cleanly on Box64 "Extreme", DOOMBLADE on FEX — no c000007b, no crash, no dump.
  • Dirt 3 (x86_64 / Box64): a clean ~26-minute session with sustained continuous rumble confirmed in-game (no more ~1 s SDL cutoff). Wine log showed zero evshim tags (library fully removed, as expected) and no x86_64 dump fallback — the on-disk pattern matched this Proton build.
  • Manual in-container check: rumble was also tested directly by running GameConTest.exe (Microsoft's XInput GameController Tester) manually inside the container, driving the low and high motors on demand to confirm the on-disk winebus.so patch holds the motor through sustained input independent of any specific game.

Upgrading

  • v3.7.x → v3.7.4: install the matching variant directly over your existing install. No certificate change, no data loss. All vibration settings (bh_vibration_* in pc_g_setting<gameId>) carry over untouched.
  • Earlier → v3.7.4: install normally. If the signing certificate differs, uninstall first.
  • Variants with different package names cannot replace each other in-place.

Credits

Please go support GameNative: https://github.com/utkarshdalal/GameNative

Community Game Configs

The in-app Community Game Configs browser currently serves 1,321 games with 4,840 device-specific configs contributed by the community.

Installation

See https://github.com/The412Banner/BannerHub#installation for CPU/variant selection and step-by-step setup.


For the v3.7.0 baseline (AI Frame Generation menu, PC Vibration / Rumble) see the v3.7.0 release notes; for the GOG multi-CDN overhaul + FrameGen onResume fix see v3.7.3.

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