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.
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