CFLTS and CFLTU both carried x86 corrections that are wrong on AArch64, and the SSE templates they live in are what spu_interpreter_rt is built from, so they are live on ARM64 through spu_run_interp_fallback. CFLTS applied the cvttps2dq fixup: x86 returns the integer-indefinite value 0x80000000 for anything unrepresentable, positive overflow included, so the result was XORed back. _mm_cvttps_epi32 is sse2neon's vcvtq_s32_f32 (FCVTZS), which already saturates, so the correction inverted a correct result. Measured: +3e9 gave 0x80000000 instead of 0x7fffffff, and NaN gave 0 instead of 0x80000000. CFLTU went further and relied on the 0x80000000 return, ORing the remainder back in to rebuild the u32. On ARM64 the conversion yields 0x7fffffff, and 0x7fffffff | v is 0x7fffffff for every v below 2^31, so the entire upper half of the range collapsed to one value: 3e9 read back as 0x7fffffff rather than 0xb2d05e00. This also matters for diagnosis, not just correctness: forcing a block to the interpreter is the standard test for whether the recompiler emits wrong code, and until now that test could introduce a fault the recompiler did not have.
ARMSX3
Uses the latest RPCS3 upstream code (the recent ARM64 improvements included).
Building
Only arm64-v8a is supported. You need the Android SDK with NDK r27 or newer, CMake 3.30 or newer, and a JDK 17. Android Studio ships all of these.
Clone with submodules, then fetch the two third party checkouts that are not submodules:
git clone --recursive https://github.com/ARMSX2/ARMSX3.git
cd ARMSX3
git clone https://github.com/SnowflakePowered/librashader 3rdparty/librashader
git clone https://github.com/bylaws/libadrenotools android/armsx3-ui/app/src/main/cpp/libadrenotools
Build the core. This is the long part and produces an unstripped library of around 1.3 GB:
export ANDROID_HOME=$HOME/Library/Android/sdk
cmake -B build-android -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=$ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
-DANDROID_ABI=arm64-v8a -DANDROID_PLATFORM=android-31 \
-DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build-android --target rpcsx-android -j8
Strip it and put it where the app expects it:
llvm-strip --strip-unneeded build-android/android/libarmsx3-core.so
cp build-android/android/libarmsx3-core.so \
android/armsx3-ui/app/src/main/jniLibs/arm64-v8a/
Then build the app:
cd android/armsx3-ui
export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
./gradlew :app:assembleRelease
The apk lands in app/build/outputs/apk/release/.
Note that the core library has to be rebuilt and copied again whenever anything under rpcs3/ or android/src/ changes. Gradle does not build it for you.
The Discord Social SDK is proprietary and is not redistributed here. Get it from Discord's developer portal and drop it in app/libs/ and app/src/main/cpp/discord_sdk/ if you want that feature. The build skips it otherwise.
Running it needs PS3 firmware, which is not included. License
GPL-2.0-only, the same as RPCS3. See LICENSE. Some files may be licensed differently, check the file headers.
Based on RPCS3, https://github.com/RPCS3/rpcs3