jpolo1224 9a12b5e958 Pads 2-7 at startup, and an on-screen keyboard button
Ports 2-7 were left as Null pad handlers unless a USB device happened to be plugged in. The
loop that claims them for the virtual handler existed, but only inside _rpcsx_usbDeviceEvent,
so it ran on a USB plug/unplug and nowhere else. A second controller on a phone is normally
BLUETOOTH, which never produces that event, so those ports stayed Null and a second pad did
not exist in the core at all. Per-player button mapping therefore looked correct -- the UI
stores those bindings regardless -- while the second controller did nothing in game. Reported
against Tekken 6. Now claimed at startup, next to player 1.

Also adds a KEYBOARD touch button (Kind.STATEACTION, so it emits no pad code and calls
MainActivityRuntime.toggleSoftKeyboard) for the same reason the hotkey exists: to reach the
keyboard without pausing. The hotkey needs a spare pad button, which a touch-only player does
not have. Opt-in, absent from the default layout, like the save/load/screenshot buttons.

Appending to TouchButtonId is safe: touch layouts serialise the id by NAME
(TouchButtonId.valueOf), unlike SysHotkey which is persisted by ordinal.
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2014-02-13 11:33:07 +01:00
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2026-06-21 16:37:09 +02:00
2016-08-12 14:32:57 +03:00

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

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