bmdhacks ac88a41f95 Fix: ABS.S/NEG.S clamped operands the console passes through
The arm64 fast path clamped both results to +/-fMax. The EE does neither:
ABS.S is `& 0x7fffffff` and NEG.S is `^ 0x80000000`, which is what the
interpreter has always done, what the FULL path (DOUBLE::recABS_S_xmm) has
always emitted, and what silicon does. The clamp corrupted 22 of the 54
ABS/NEG operands in the first-party capture, in two distinct ways:

  * exponent-255 in, +/-fMax out (16 rows). Those are ordinary large PS2
    floats, not infinities -- abs(7F800000) is 7F800000, not 7F7FFFFF.
  * denormal in, ZERO out (6 rows), on ABS only. Its clamp was an Fminnm,
    an ARITHMETIC op, so FPCR.FZ flushed the operand before the compare
    happened. NEG's clamp was an integer Smin/Umin and never did this,
    which is exactly why the defect showed on one op and not the other --
    and why an operand pool built only from exponent-255 patterns missed
    it entirely.

Fabs and Fneg alone are correct and total: non-arithmetic bit operations,
no exceptions, no flush, payloads through with only the sign changed.

Found while removing SQRT.S's operand clamp (1a09344ba6) -- same finding,
one op over. Note the upstream x86 JIT is wrong on the same 22 rows; both
interpreters are right on all 54. This aligns our JIT with our interpreter
and with the console, and diverges it from upstream-x86, which is not a
cost when upstream-x86 is not the reference.

Second, independent defect in the same two emitters, fixed here because it
lives on the lines being rewritten: the fast path never cleared the O and U
cause flags. Interp ABS_S/NEG_S call clearFPUFlags(FPUflagO | FPUflagU) and
the FULL path emits ClearOUFlags; only the fast path skipped it, so an
overflow raised by an earlier op survived an ABS.S. Capture rows 729/730
seed FCR31 with flags set and confirm it against silicon: FCR31 goes
0183C079 -> 01830079, which is hardware's value.

Verified over the full 1147-case corpus, both engines, stock regime, on top
of the SQRT fix: 34 engine-cases moved, all 34 onto the silicon value, 0
away, 0 outside the two expected classes, 2260 identical. The 22 ABS/NEG
moves are arm64-JIT-only -- the interpreter did not move, which is the
control that its console rows were not quietly re-fitted.

EeFpuAbsNegClamp.DISABLED_JitMatchesConsoleInEveryClampMode is graduated.
Its console table gains 8 rows from the first-party capture covering the
denormal and signalling-NaN shapes ps2autotests does not reach, tagged by
source; the interpreter leg passes on those rows both before and after this
change, which is what validates the transcription independently of the fix.

EeRecFpu.NegSPreservesSignOnPoisonedNan pinned the second of three answers
this op has had (clamp losing the sign -> clamp keeping it -> no clamp). It
is rewritten to pin the console's answer and now runs the engine diff,
since its premise that no rec matches the interpreter no longer holds.

Idea by pstef.
2026-08-02 22:35:45 -07:00
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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