jpolo1224 b8cc008d96 Hang detector: sys_mutex_lock only, and a relative collapse
Two corrections to the previous attempt, both measured rather than reasoned.

Including _sys_lwmutex_lock broke it. That counter keeps climbing straight
through the hang at a flat ~375 per 10s -- the idle loops take lightweight
mutexes -- so the 'unchanged' test re-armed on every tick and the detector
never fired. sys_mutex_lock alone froze outright, at 22.

And 'exactly zero' only fits Xillia 2. Kane & Lynch collapsed from ~200,000
per 10s to ~300, which is just as dead and never reaches zero. So the test is
now relative: remember the busiest rate this game has reached, decay it
slowly, and call it a hang when the current rate stays under a fiftieth of
that for 30 seconds. A title that has never been busy has no peak to fall from
and cannot trip it; the 5000/s floor sits far below every busy rate measured
(20,000+) and far above anything idle.

The syscall code is resolved by name from g_ppu_syscall_table once, rather
than hardcoded, so it cannot silently come to mean a different syscall.

Also logs its own state every 10s -- rate, peak, quiet seconds, dumps taken.
Five attempts at detecting this hang have now failed, every one of them
silently, and each cost a reproduction to discover. The detector reporting
what it sees is worth more than the detector being clever.
2026-08-24 15:09:23 -04:00
2026-08-16 09:57:33 +02:00
2026-08-24 15:02:59 -04:00
2026-06-14 16:05:41 +02:00
2024-12-28 19:58:59 +01:00
2024-11-16 15:10:20 +01:00
2025-11-02 14:22:11 +02:00
2026-08-18 16:30:45 -04:00
2026-06-21 16:37:09 +02:00

ARMSX3

Uses the latest RPCS3 upstream code (the recent ARM64 improvements included).

Building

arm64-v8a and armv8.2 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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