GameDB (GameIndex.yaml) - Clamp fixes (EE/FPU Full + VU Extra+Sign) for titles that soft-lock or hang on the mac recompiler's default Normal clamping: Ghost Hunter (SLUS-20993 + SCES-51463/52156 intro ladder), Pro Yakyuu Spirits 2010 (SLPM-55252 VU-0% mid-game freeze), Everybody's Golf 4 family (VU-0% soft-lock on match load), Tales of the Abyss family (SCAJ-20163/SLPS-25586/SLPS-73252/SLUS-21386 progression stall / can't climb stairs). - Chaos Legion (SLUS-20695/SLES-51553/SLPM-65249/SLKA-25026): VUSyncHack + FullVU0SyncHack so player attacks register damage on enemies (VU0/VU1 <-> EE M-bit sync; EE diff-verify was clean, so it isn't an EE miscompile). - Everybody's Golf 4 family: hwDownloadMode 2 (No Readbacks). The per-frame GS downloads aren't used visually but stall the GS thread; skipping them restores full speed on mobile. SCKA-20105 also gets accurateAlphaTest for parity. - Port PCSX2 #14625: Energy Airforce - Aim Strike (SLPM-65374) memcardFilters to carry Energy Airforce save data; Mana-Khemia (SLPM-66748/66994) roundSprite for pause-menu/bulletin sprite misalignment + Best-version save fix. GS / OpenGL (Adreno) - Fix the accurate-alpha-test depth-feedback shader link failure on Adreno: the depth-as-colour path emitted a second framebuffer-fetch inout output (o_col1) the driver rejected, garbling the affected draws. Route depth feedback through the depth path so a single fetch output is declared and the program links. - Read prior depth for SW-Z feedback via the coherent ARM depth-stencil fetch (gl_LastFragDepthARM) when GL_ARM_shader_framebuffer_fetch_depth_stencil is present, instead of the incoherent depth sampler -- a sampled depth attachment has no barrier on GLES, so stale reads made occluded triangles poke through as white shards. One output, tile-local, coherent. - Add hwDownloadMode as a GameDB GS hardware fix so HW download mode is settable per-game. App / UI - Keep the screen on while a game is on-screen. PCSX2's screensaver-inhibit is a desktop path that no-ops on Android, so the panel slept mid-game after the system timeout, and each screen-off tore down and re-created the render surface -- a few of those cycles crashed the VM. Tie keep-screen-on to the game SurfaceView so the display stays awake exactly while gaming. - Memory card Import File: when the picked file is a .zip, extract it (a PCSX2 folder card, or loose .ps2/.mcr card files) instead of byte-copying the archive into an unformatted card. Skip macOS __MACOSX/._ resource-fork entries and path-traversal segments; clean up staging on failure. - Settings tabs: add a scroll indicator down the right edge, in a reserved gutter with the rows inset so it doesn't crowd or overlap the controls next to it. - Settings sliders: rebuild the touch gesture so a vertical scroll that starts on a slider no longer jogs its value. Never commit on bare touch-down; arbitrate by dominant axis on the Main pointer pass -- horizontal claims the drag, vertical is left unconsumed for the parent verticalScroll. One awaitEachGesture (no tap/drag split), every write routed through the current onChange. - Renderer tab: add a Clear Shader Cache button. - Skip MPEG toggle: show a warning that it's a last-resort FMV hack which can break interactive cutscenes (e.g. God of War II, Battlefield 2); best set per-game. DEV9 - HDD open-time storage read-speed probe (issue #272): time a single 128 KiB read from LBA 0 and log MiB/s, so a slow SD/FUSE-backed image shows up in logcat instead of being mistaken for an emulator regression. Read-only; restores the file pointer.
ARMSX2 is a free and open-source PlayStation 2 emulator for ARM devices, based on PCSX2, PCSX2_ARM64 for our OG versions that used x86 translation, and our own arm64jit with the new ARMSX2 refresh versions.
Its goal is to bring modern PS2 emulation to ARM platforms while staying aligned with upstream PCSX2 improvements. ARMSX2 now supports native ARM64 JIT/recompiler work alongside legacy x86-to-ARM64 translation paths, meaning it is no longer solely dependent on x86 translation. Development is ongoing, and the project continues to move toward deeper native ARM64 support as more of the emulator core is modernized.
ARMSX2 allows you to play PS2 games on Android, iOS, Linux, macOS, and Windows devices, with a focus on ARM-based mobile and desktop hardware.
Project Details
ARMSX2 began after years of there being no open source PS2 emulator for ARM systems, and so developer @MoonPower with the support of @jpolo1224 decided to try their hand at porting a new PS2 emulator for Android, forking from the repository PCSX2_ARM64 by developer Pontos. Moon has and will continue doing his best to fill in the gaps and make this into a complete emulator, with the goal to have version parity with PCSX2. This project is not officially associated with PCSX2, and we are not associated with any other forks made from the original repository. This is our own attempt at continuing PS2 emulation on Android, iOS, and MacOS. The emulator no longer operates as just x86 -> arm64, we now have native arm64 support in our refresh/2.0 builds.
System Requirements
ARMSX2 supports any ARM capable device, including Android, iOS, Linux, and Windows platforms (eventually, should work as well). Please note that performance will also depend on your devices hardware capabilities, we have done our best to optimize for low end devices and will continue to do so.
Please note that a BIOS dump from a legitimately-owned PS2 console is required to use the emulator.
Website
Any other website is not affiliated with ARMSX2.
Translation
Download
ARMSX2 is available on the Google Play Store once released.
Affiliation
We are NOT affiliated with ARM Holding LTD in any way shape or form. We chose the name ARMSX2 since it runs on ARM devices, and seek no commercial incentive from the emulator. The most we accept is voluntary donations. Thank you.
Additional Credits
PCSX2 - ARMSX2 would not be possible without the legendary work from the PCSX2 team and their patience and understanding regarding this project!
PCSX2_ARM64 - ARMSX2 originally started off as a fork of developer Pontos work.
Thank you to @Vivimagic for creating and working on the logo!
Thank you to developers @tanosshi @jpolo1224 @MoonPower for working on the ARMSX2 website!
Why are there .js and .jsx files?
Originally as a curious idea the react native screens were just an experiment i decided to keep they are extremely barebones and will either be finalized in a seperate branch (armsx2-rn) or removed altogether They do not affect performance as they are hidden by default and not executed. Any PR to them is welcome!
To start developing with ARMSX2 RN do the following:
- First install the deps:
(npm/pnpm/bun) install
- Compile ARMSX2 With the react native core:
./gradlew assembleDebug -PenableRN=true
And now you will have a new button appear on the top right of the game selector screen click it and start developing with hot reload and see your changes without recompiling (note: compiling RN switches the emucore from static to shared).
