pstef 89f1e37bfe Fix FPU.cpp: the interpreter flushed underflowing add/sub results; silicon does not
A COP1 result strictly below 2^-126 and not zero is not always flushed:
the add/sub family keeps the mantissa bits where normalisation left them
and forces the exponent field to 0, while the multiplies and the divide
clear them. The 72 console rows, how they were sampled and how they rule
out flushing and the true denormal value, are in
ee_fpu_underflow_console_tests.cpp.

Only the mode-3 recompiler had it, so on every one of these inputs the
interpreter was the less accurate engine. eeRoundToSingle takes an
addsub flag and eeGuardedAddSub is what passes it, which covers all
eight add/sub-family ops. The underflow fold also moves ahead of the
(float) cast.

The single-precision fast path computes in single and cannot hold these
values at all, so it is pinned as a divergence.

EeFpuGuardedAddSubConsole's randomized test caught the interaction on
its own.  Its model computes in host floats, which FZ has already
flushed, so it cannot express the new rule; underflowing pairs are
skipped there and counted.
2026-08-09 11:20:53 +02:00
2026-08-07 11:15:34 +02:00
2022-11-29 09:46:18 +00:00
2012-04-18 14:09:18 +00:00
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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