* EE: the D-cache store-tag lookup dropped the top three bits of the tag DXSTG takes a guest physical page from TagLo and has to turn it into the host pointer our tags carry. It did that by routing the page through its KSEG0 alias, which meant masking the tag to 29 bits first -- and KSEG0 is only 512 MB wide, so the mask was not a formality. Every physical page at or above 0x20000000 folded into the low half of the map and resolved to whatever happened to live at the folded address. The consequence that matters is that a page past the end of the physical map folded onto real memory: 0x60129000 resolved to 0x00129000, and the eviction wrote 64 bytes of cache line into guest RAM the tag never named. Use vtlb_GetPhyPtr instead, which is what the debugger and PSM already use to ask this question. It covers the whole 1 GB physical map and answers null both for a handler page and for an address off the end of the map, so the unbacked case is now decided by the same lookup that produces the pointer rather than by a truncation. Where a tag naming one of our main-RAM mirrors resolves changes as a side effect of that, and is deliberately left unpinned. Those mirrors are our physical map's, not a console's: an SCPH-30001 has no RAM at those physical addresses, and an eviction steered at one reached nothing at all. There is no hardware answer to hold us to, so nothing asserts one. * Tests: point the DXSTG unresolvable-page check at a page that is unresolvable The check named 0x1FFFF000, described as "BIOS/unmapped territory at the top of the physical map". That page is the last one of the 4 MB BIOS ROM mapped at 0x1FC00000, so it is real backing memory: the test took the backed branch every time, wrote 64 bytes into the loaded BIOS image, and asserted only that nothing faulted. The branch it was named for -- the one carrying the safety property -- had no coverage at all. Name 0x60129000 instead. It is past the end of the physical map, and it is the page with teeth, because the old 29-bit fold sent it to 0x00129000 in main RAM. A witness there turns "we did not fault" into "we did not write somewhere the guest never named", which is the property worth holding. An SCPH-30001 agrees with that much: an eviction steered above the end of RAM puts nothing into RAM. Nothing beyond it is asserted -- where a tag naming one of our main-RAM mirrors resolves is emulator-specific, so it stays unpinned, with a comment saying so and why. * Tests: stop the DXSTG write-back check skipping on 16K-page hosts MapAt's candidate addresses are 4K-aligned and none is 16K-aligned, so on a 16K-page kernel -- Asahi, Apple Silicon, some Android, and one of our own CI jobs -- the kernel rejects every one of them and the mapping fails. The write-back check treated that as a precondition and skipped outright, which took its guest-side assertions with it: the ones that actually pin where a DXSTG-steered eviction lands, none of which need anything from the host. The mapping is only the negative control, there to show the write-back did not ALSO reach the host page carrying the same number. Make it optional. The guest-side half now runs everywhere and only the control drops out. DxstgDirtyStaysInsideGuestMemory still skips, and should: it is entirely about the host page. That leaves one skip here on a 16K-page host instead of two, and none at all on a 4K one.
ARMSX2 — Native ARM64 JIT Fork of PCSX2
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
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
