EE FPU recompiler - Fix the non-full (eeClampMode 0/1/2) EE FPU arithmetic on the ARM64 mac backend to match the x86 recompiler instead of the interpreter. The old path reproduced the interpreter (fpuDouble denormal-flush on inputs; checkOverflow + checkUnderflow with FCR31 O/U flags on outputs, unconditionally). The x86 rec -- the port's ground truth -- clamps operands only at eeClampMode>=2 (sign-preserving inf/NaN -> +/-fmax, no denormal flush), clamps the result only at eeClampMode>=1 (NaN/+/-Inf -> +/-fmax), does no underflow, and keeps no O/U flags for arithmetic. Ported faithfully for ADD/SUB/MUL(+A), DIV, SQRT, RSQRT, MADD/MSUB(+A), MAX/MIN, C.EQ/LT/LE, ABS/NEG via new emitClampOperandBits / emitClampResultBits / emitLoadOperandX86 / emitStoreResultX86; full mode (eeClampMode 3 / iFPUd) is unchanged. (Ports the macOS ARM64 backend fix, commit 68aa3648.) - This is the real cause of the True Crime: New York City "rainbow" corruption (SLUS-21106 and the BlueTongue engine family): the game carries an eeClampMode:2 gamefix, so its 8-bit paletted texture data was computed with the wrong FPU clamp and rendered as static. The long-standing investigation had mis-attributed this to an EE<->GS timing race; it was FPU codegen. GameDB - True Crime - New York City (SLUS-21106 + SLES-53616/53617/53618 + SLPM-66473/74243): add gameFixes VUSyncHack + FullVU0SyncHack to clear the remaining geometry flicker / disappearing assets (VU0/VU1<->EE sync timing), with no performance cost. Remove the non-upstream textureInsideRT:2 line from SLUS-21106 -- a stale crutch from the rainbow investigation that, now the FPU fix makes the data correct, only caused HW-renderer floor-texture shimmer (clean in software and on the macOS Metal build, which never had the line). - Chaos Legion (SLUS-20695 + SLES-51553 + SLPM-65249 + SLKA-25026): add gameFixes VUSyncHack + FullVU0SyncHack so player attacks register damage on enemies (VU0/VU1<->EE M-bit sync; the EE differential verifier showed no EE divergence, so it isn't an EE miscompile). App - Keep the screen on at the Activity-window level while a game is on-screen, in addition to the SurfaceView-level flag: hold FLAG_KEEP_SCREEN_ON from the game view's onAttachedToWindow and clear it onDetachedFromWindow. The view-level flag can lapse if the surface is briefly covered (a paused settings menu) and the view reads as not-visible -- exactly when the idle timeout fires, tears down the surface and, over a few cycles, crashes the VM. The window-level flag survives that; both are released when the game stops.
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).
