pstef 312304a0ea Fix FPU.cpp: the interpreter clamped away the EE's top binade before every op
Exponent 255 is an ordinary exponent on this FPU: 0x7F800000 is 2^128,
0x7FFFFFFF is the largest number the machine has, and there is no Inf
and no NaN. That is one binade above IEEE single, so fpuDouble() folded
every such operand down to +/-0x7F7FFFFF on the way in and
clampToEeRange() folded a host infinity back to the same word on the way
out.

ADD.S, SUB.S, MUL.S, their A-forms and the four multiply-accumulates now
read their operands through eeToDouble() and round once through a new
eeRoundToSingle(). Why the double arithmetic in between is exact, and
how the top binade is rounded with no host single to round it in, is at
eeGuardedAddSub, MUL_S and eeRoundToSingle.

The multiplier's one-ULP deficit had to move across with it or it would
have been lost here: it sat on top of fpuDouble() and read the operands
as clamped, which changed ft's mantissa and so changed its own
predicate. eeMulRound applies it to what eeRoundToSingle produces
instead, and the six multiply forms reach it through eeMulProduct's
replacement, eeMulAccumulate.

One behavior changed beyond the range: an overflowing product now ends a
MADD/MSUB, value as well as flag, where the value path used to carry on
accumulating and land a binade away.

The fast path is untouched. It computes in host singles and cannot hold
these values at all; the warning against changing posFmax to suit it is
at the top of ee_fpu_overflow_console_conformance_tests.cpp.

DIV and RSQRT still read operands through fpuDouble and still saturate
through checkDivideByZero's posFmax. A quotient of two singles is not
exact in a double, so the eeToDouble route would double-round under the
divide unit's round-to-nearest; they need the normalise-and-reassemble
treatment the next commit gives them.
2026-08-09 11:20:53 +02:00
2026-08-07 11:15:34 +02:00

ARMSX2 — Native ARM64 JIT Fork of PCSX2

All Platforms

ARMSX2 is a free and open-source PlayStation 2 (PS2) emulator based on PCSX2. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your phone, PC, or gaming handheld, with many additional features and benefits.

Thank You

The ARMSX2 team is eternally indebted to the PCSX2 project it is based on. We are so fortunate to build on their 20 years of hardcore development.

About This Fork

Project Demo

The upstream PCSX2 project ships an ARM64 interpreter build for ARM, but its high-performance JIT recompilers (EE, IOP, VU0, VU1, and vtlb fast memory) are x86-64 only.

This fork exists to close that gap. The goal is to preserve the correctness features of 20 years of PCSX2 development, while generating the fastest native ARM performance possible.

Current status:

  • EE (Emotion Engine) recompiler — integer, float, MMI, COP0/COP1/COP2, branches, load/store
  • IOP (I/O Processor / R3000A) recompiler — full integer, load/store, branches, coprocessors
  • VU (Vector Unit) recompiler — microVU skeleton + Upper FMAC vector ISA complete; Lower ISA and runtime complete
  • vtlb fast memory
  • Native ARM64 binary builds and boots the PS2 BIOS
  • 2D games are already playable
  • 3D games run

Why LLMs / AI Were Used

A word on methodology:

The x86-64 JIT code in upstream ARMSX2 is already proven correct — it has run thousands of PS2 titles for years. The challenge in this port is not emulator design or JIT theory; it is mechanical translation of a large, well-understood x86-64 assembly codebase into equivalent ARM64 assembly (via VIXL) while preserving the exact same register-allocation contracts, block lifecycle, and recompiler semantics.

Large language models (LLMs) were used as an accelerant for this translation work — pattern-matching x86 JIT boilerplate to ARM64 equivalents, scaffolding emit routines, and keeping the porting velocity high. The JIT logic (block compiler, dispatcher, analysis passes, flag pipelines, clamping rules, Tri-Ace hacks, etc.) is taken directly from the upstream x86 implementation and validated against it. Nothing was hallucinated from scratch.

In other words: the hard engineering was done by the PCSX2 team over two decades. The hard typing — translating ~50k lines of x86 emitter code into ARM64 — is what AI helped compress.

System Requirements

ARMSX2 targets ARM64 across desktop (macOS, Windows, Linux) and mobile (Android, iOS/iPadOS), all from the single shared core. Our setup documentation page contains additional details on software and hardware requirements.

Please note that a BIOS dump from a legitimately-owned PS2 console is required to use the emulator. For more information, visit this page.

Building

Check out our github actions for the latest build recipe

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