J1coding 7e8f7f1955 iOS: give the shader controls their own page and a pause-menu route
Four things a tester asked for after playing the first build, and the two
defects found while building them.

Shaders are their own settings page rather than a section inside Graphics.
The section already took its persistence from the caller, so this is a move
and a root row.

The same controls reach the in-game Quick Menu, under Game Tools rather than
Quick Actions. Not a drop-in: the settings section is Section-shaped and
embeds a push, while the Quick Menu is card-shaped with no navigation stack,
so it routes out to a sheet the way the speed panel does. A test holds it to
that shape, because the shape is the thing that works rather than an
implementation detail.

Parameter rows use NumberRow, the control eleven other settings files
already use, so a value can be typed instead of only dragged. Detents, units
and the reset affordance come with it.

Every label is translated into the nine languages beside English.

Then the two defects. A preset's saved values reached the core only when a
shader screen was open, so a cold launch rendered the author's defaults
until the player visited the page -- proven by measuring frame luminance
across a launch rather than by reading the code. And the guard that keeps
SettingsStore.init off SettingsStore.shared was recovered from an orphaned
commit and turned out to be broken: a plus-or-minus 400 character window let
an allowlist entry cover its neighbour, so the test would not have caught
the crash it was written for. It requires the match to span the access now.
2026-08-18 23:41:53 +02:00
2026-07-27 19:48:36 +02:00
2024-01-14 14:18:03 -05:00
2026-04-03 12:41:47 -04:00
2026-07-18 12:04:18 -04:00

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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