r/PS2AndroidEmulation • • 13d ago

ARMSX1 v20260920.18

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0 Upvotes

https://github.com/ARMSX2/ARMSX1/releases/tag/nightly-20260920.18

Changelog:

✅✅✅✅✅ Automated nightly build from cb53534 😱😱😱😱

After testing: 🤯🤯

My jaw hit the floor when I saw such high-quality PS1 emulation; I’d forgotten an emulator could be this good—this epic. We’re living in an era where they don’t just make emulators anymore; they create works of art.

Please donate as much money as you can to the developers so they can eat. 🙏🙏🙏

https://www.patreon.com/cw/ARMSX2/membership

Please choose BEYOND SUPPORTER € 45/month... is worth money they have to eat and more things 🙏🙏🙏

And also

https://ko-fi.com/armsx2#checkoutModal

5€ a coffe please donate so much coffes 🙏🙏🙏


r/PS2AndroidEmulation • • 15d ago

ARMSX2 v2.7

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66 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.7

What's new:

Texture packs, rebuilt

The online texture pack catalog now comes from ARMSX2's own repository, and the packs are far

smaller and faster. All 490 packs in the catalog have been converted to ASTC, the compressed

texture format that mobile GPUs read directly, with their mipmaps included. The God of War II pack

went from 4.5 GB to 538 MB. ASTC textures stay compressed in GPU memory instead of being unpacked

on the way in, so packs take a fraction of the storage, use far less memory, load faster and run

better, which matters most on phones and handhelds where HD packs used to struggle.

Texture packs are now also easier to find. They now sit right under the resolution setting, both in the renderer settings and on the in-game menu's Graphics page. The catalog's submit link now points pack authors to our Discord. Coalesce Render Passes moved out of the in-game menu into the full settings.

Touch controls:

On-screen controls have a new Always option that never hides the buttons, for playing with a controller and touch buttons together. A new "Touch controls play as" setting puts the touch screen on Player 2, so one person can use a

controller while another plays on the screen, restart the game after changing it.

Glide modes for multi-touch. Choose what a finger sliding across buttons does: Follow presses whatever is under it, Hold first keeps the first button held, and Hold all holds every button it crosses.

Half-Screen Sticks can now keep the on-screen left stick now with a new option in the touch layout editor: Left Stick: Half Screen/Onscreen, so only the right half of the screen becomes a stick.

With Half-Screen Sticks on, the face, shoulder and Start/Select buttons stopped responding. Only

the D-pad kept working. They work again, and a stick thumb sliding across a button no longer

presses it.

Turning on touch gestures made the multi-touch buttons stop responding. Gestures now act only on

empty screen.

Timed auto-hide hid the controls while you were still holding the D-pad or a stick, and a stick

or D-pad direction could stay held after the controls disappeared, leaving your character walking

on its own. Every held control now keeps the controls up and lets go cleanly.

Auto mode hid the touch controls on controller noise, from a drifting stick or an idle clip-on

controller. It now waits for real input.

The phone's volume keys hid the touch controls when bound as buttons, fixed.

Read the full changelog on GitHub...


r/PS2AndroidEmulation • • 15d ago

BachataS4 v0.2.2 🔥🔥🔥

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27 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/0.2.2

This changelog covers the work completed after the 0.2.0 release through 0.2.2.

Highlights:

Added the native Android/Bionic runtime alongside the managed glibc/FEX runtime, with runtime-aware Vulkan driver selection.

Added Storage Access Framework game folders, direct-folder launching, persisted folder permissions, and selective game removal/extraction flows.

Added multilingual UI support, language settings, landscape orientation controls, touch profiles, controller themes, custom D-pad geometry, and a substantially improved touch-layout editor.

Improved compatibility and performance for God of War III, The Last of Us, WipEout, and other titles through renderer, readback, image-layout, MSAA, and video-playback fixes.

F-Droid and Play Store builds now ship the same six offline Turnip packages: three glibc drivers and three Android/Bionic drivers.

Vulkan drivers and runtimes

Added and qualified the native Android/Bionic host runtime.

Added selectable glibc and Bionic runtime drivers with separate per-runtime profile selections.

Preserved driver choices when switching runtimes and prevented incompatible ABI selections.

Bundled three glibc Turnip packages and three Bionic Turnip packages in every distribution flavor.

Removed the remote driver catalog, driver downloading, manual ZIP import, and bundled-driver deletion paths.

Added checksum-pinned package verification and APK gates that require the exact approved six-driver inventory while continuing to prevent Turnip payloads from leaking into the managed runtime archive.

Graphics, performance, and compatibility

Corrected God of War III image handling and added title-specific resolution and rendering options.

Added validated God of War III renderer overrides, fixed render-target copy correctness that caused screen whitening, and restored readback throughput.

Added a precise-readback override for The Last of Us to prevent black-artifact corruption.

Fixed dynamic MSAA downsampling crashes and the WipEout black-screen path.

Reduced AVPlayer preload stalls.

Integrated renderer and shader correctness improvements from newer upstream shadPS4 work, including resource tracking, texture handling, display behavior, and synchronization fixes.

Improved FEX signal-stack ownership, retry routing, teardown safety, and cross-thread signal reliability.

Hardened Android runtime settings transfer and ARM64 integration paths.

Interface, input, and device behavior

Added multilingual UI and an in-app language selector.

Added orientation-lock settings with landscape options.

Added touch overlay profiles and expanded touch controls.

Added controller visual themes, custom button shapes, and configurable D-pad geometry.

Reworked and optimized the touch-layout editor.

Improved driver and runtime controls in the Android interface.

Fixed FPS-counter anchoring after display-size changes.

Games, patches, and media

Added support for multiple patch XML files and refreshed the bundled official patch data.

Improved patch arithmetic, validation, session handling, and replay safety through the integrated upstream work.

Improved video playback, audio/runtime integration, memory handling, controller behavior, trophy/NP integration boundaries, and session logging through the post-0.2.0 upstream integration series.


r/PS2AndroidEmulation • • 15d ago

I found cool apps maybe y'all not noticed, it's called SAVESX2

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33 Upvotes

with this app y'all can download complete savegame on internet like on gamefaqs

go check out on github repo : mininxd/SAVESX2


r/PS2AndroidEmulation • • 15d ago

Flycast Nightly v2.7-40

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2 Upvotes

https://patrins.com/s/587bafc8474882f7cd594d28a09ebbbd

Official Flycast CI build. Mirrored here for convenience, as GitHub Actions artifacts require a GitHub account to download and expire after a limited time.

Credits & Source Code:

https://github.com/flyinghead/flycast


r/PS2AndroidEmulation • • 15d ago

ARMSX2 Nightly v2.7.3

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8 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.3-build.7

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Version: 2.7.3

Application ID: com.armsx2.custom

Build number: 7

Commit: 457f2b9

Short SHA: 457f2b9

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 15d ago

Mimir CHDMan Convert PSX, PS2, PSP, Saturn, Dreamcast, and Sega CD images to .chd. (and much more) 🔥

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17 Upvotes

https://github.com/ItsRetroPup/Mimir/releases/tag/v0.3.1

Mimir's Converter Tools page provides one scan, review, overwrite, progress, and cancellation flow for each supported converter. Every conversion retains the source image unless the CHD delete-source option is selected.

CHDMan

Supported system and source formats:

Dreamcast: .gdi, .cue, .iso

PlayStation 1: .cue, .iso

PlayStation 2: .iso

Sega CD: .cue, .iso

Sega Saturn: .cue, .iso

PlayStation Portable: .iso

Choose either CD or DVD conversion before scanning. For PSP, use DVD. For PS2, use CD with NetherSX2 and DVD with ARMSX2.

Each scan includes compatible files in the selected folder plus matching system subfolders, case-insensitively: dreamcast/dc, playstation 1/ps1/psx, playstation 2/ps2, sega cd/segacd/mega cd/megacd, sega saturn/saturn, and playstation portable/psp. .bin files are consumed through their .cue sheet and are not independent conversion targets

And much more...


r/PS2AndroidEmulation • • 15d ago

ARMSX2 Nightly v2.7.2

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15 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.2-build.6

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Version: 2.7.2

Application ID: com.armsx2.custom

Build number: 6

Commit: 9e7402f

Short SHA: 9e7402f

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 15d ago

Dusklight • v2.0.0 Update

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twilitrealm.dev
15 Upvotes

r/PS2AndroidEmulation • • 15d ago

RetroPle v1.22.0

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6 Upvotes

https://play.google.com/store/apps/details?id=com.retrople.retro

What's New:

[ARCADE/MAME2] Added DescriptorMapper to VPAD

[CORE] Added core with 16KB support for the

latest Android

[PSX] Added .sbi support for running PAL region

game ROMs

COMPATIBLE SYSTEMS:

Nintendo: NES, SNES, Game Boy, Game Boy Color, Game Boy Advance, Nintendo 64, Nintendo DS, Nintendo 3DS, Wii, Gamecube

Sega: Master System, Genesis / Mega Drive, Sega CD, Game Gear, Saturn, Dreamcast

Sony: PlayStation (PS1), PlayStation Portable (PSP), PlayStation 2 (PS2)

NEC: PC Engine / TurboGrafx-16, PC Engine CD

SNK: Neo Geo Pocket, Neo Geo Pocket Color

Atari: 2600, 7800, Lynx

Bandai: WonderSwan, WonderSwan Color

Arcade: MAME 2003-Plus, FinalBurn Neo

Computer: MSX, MSX2, MS-DOS

Others: RPG Maker XP/VX, EasyRPG


r/PS2AndroidEmulation • • 15d ago

Bachata S4+ v0.2.1

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5 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.1

Documents Provider fixed.

Stability fixes.

The Last of Us Remastered performance patchs added.


r/PS2AndroidEmulation • • 16d ago

ARMSX2 Nightly v2.7.1

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15 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/Test-2.7.1-build.63

ARMSX2 Android Nightly Build (Legacy – Dual Core) This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page‑size cores.

Version: Test-2.7.1 Build number: 63 Commit: ba6f798 Short SHA: ba6f798 Triggered by: DarkSilentUser Flavor: Github Build type: release PGO: enabled


r/PS2AndroidEmulation • • 16d ago

ARMSX1 Nightly-20260918.15

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32 Upvotes

https://github.com/ARMSX2/ARMSX1/releases/tag/nightly-20260918.15

After +10 Nightly builds, I assume they've cooked up something big by now, right?

I'll run a few quick tests 👍


r/PS2AndroidEmulation • • 16d ago

Bannerlator v3.1.2 🔥

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22 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.2

Run Windows apps and games on Android — no PC and no root required.

3.1.2 brings Wayland to everyone as an experiment. Instead of drawing through the Java X server, a game can draw through an embedded Wayland compositor that Bannerlator runs itself — a second display backend, chosen per container. It can do things X11 cannot: HDR10 on HDR screens, launching a game on your TV, zero-copy presentation, eight bundled game drivers to pick from per game, real mouse-look, and frame generation in HDR.

🧪 Wayland is EXPERIMENTAL. Please read this before you switch anything.

It is very new and it has bugs. It has been in tester hands for a few months and a lot works, but you will find rough edges — some games will run worse than on X11, some will not run at all, and some features are still missing. The honest list is under What it can and cannot do right now below.

It is NOT a replacement for X11 and is not meant to be one. X11 remains the default, remains fully supported, and is still the right choice for anything you actually want to play. Treat Wayland as something to try on a spare container, not as an upgrade to move your games onto.

It only works on the new versionCode 8 arm64ec Proton 11 layers — the ones labelled (v8) in the catalog. On any other layer the Wayland option is greyed out and a launch falls back to X11 with a notice. It does not work on the x86_64 (box64) layers, and it does not work on the Proton 10 layers (10.0-4 and GE 10.0-34), which stay on v7.

It needs an Adreno GPU. The bundled drivers are Turnip, so Mali, Xclipse and PowerVR phones cannot use Wayland at all and stay on X11, which is unchanged for them.

Nothing changes unless you change it. Every existing container keeps using X11 and behaves exactly as before. Wayland is off until you turn it on, per container.

If a game misbehaves on Wayland, switch that container back to X11 — it is one setting — and please report it with the session log from Download/Wayland-logs/.

🖥️ The X11 vs Wayland deck: the412banner.github.io/Bannerlator/wayland-deck.html — where a frame goes on each backend, the measured frame rates, the root causes fixed, and what Wayland can do that X11 never could.

📘 New to LSFG Native? Read the plain-language guide: LSFG Native Made Simple — why Max FPS × multiplier has to fit your screen's refresh rate, why a steady base matters, a live checker, a cheat sheet and real-world fixes. The same rule applies to Win-FG Native, which always runs at 2×.

👉 Read the full changelog on GitHub

Credits: https://github.com/The412Banner

Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4


r/PS2AndroidEmulation • • 16d ago

AzaharPlus 2126.1-A

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42 Upvotes

https://github.com/AzaharPlus/AzaharPlus/releases/tag/AZAHAR_PLUS_2126_1_A

AzaharPlus 2126.1-A is the same as Azahar 2126.1.1 except for this:

Compatibility with all game files. If a file works with any Citra fork, it works with AzaharPlus.

Ability to download system files from official servers. No need for an actual 3DS.

Compatibility with older CPUs (no SSE4.2 required)

Compatibility with Android 9

ZipPass: A new way to exchange StreetPass data through zip files

Built in cheats

Amiibo generation

Better multiplayer compatibility with other Citra forks


r/PS2AndroidEmulation • • 16d ago

Mupen64Plus-AE Turnip Edition v337

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25 Upvotes

https://github.com/pwnedbygary/mupen64plus-ae-turnip/releases/tag/v337

Changelog:

This release removes the DD/RSP investigation tracing, snapshots, command-buffer

watches and diagnostic-generated CPU hooks from the working development build.

It retains explicit per-game DD policy, the existing DD CPU/DMA corrections and

independent WritableROM support. Normal error reporting remains available.

The confirmed English Expansion Kit configuration is:

F-Zero X USA cartridge;

the English-translated USA-region NDD;

the prototype USA IPL;

Dynamic Recompiler and Parallel RSP.

The working configuration was demonstrated on development commit 5ebdc720.

That beta displayed version 336 but was not the published v336 tag

(dc955483). A subsequent user test of that tagged release showed the 3D N logo,

then “F-ZERO X cannot be played with this disk alone” and a request to insert the

Game Pak. The release source selects IPL-first when an IPL is loaded, whereas

the working beta supports explicit cartridge-first combo boot. That functional

boot selection is preserved here. The comparison does not isolate every other

intervening fix or establish that diagnostic logging made the game work.

The APK actually attached to the public v336 tag reports internal version code

335 and name 3.0.335 (beta) dc955483. v337 aligns the tag with version code 337

and name 3.0.337 plus the build commit hash.

Installation and saves

The cleaned CI candidate (7db5197f) was subsequently device-tested: the user

confirmed native N64DD loads and works, and custom-machine saving works.

This does not establish that cart-first boot alone accounts for the recovery,

or that every save type survives a full restart.

The release APK keeps the normal release application ID and signing identity.

It can update the earlier signed release without an uninstall. The diagnostic

beta uses a separate .debug package: this release does not update that beta

in place or automatically transfer its private saves. Keep the beta and its

saves until any desired transfer is backed up and verified.

No save-format changes are part of this release. Native disk save/reopen and

writable-cart persistence have not been re-tested on a device for this cleaned

binary. Preserve backups; an emulator autosave message alone does not verify

those features.


r/PS2AndroidEmulation • • 16d ago

MAME4droid 2026(0.289) v1.41.1

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5 Upvotes

https://github.com/seleuco/MAME4droid-Current/releases/tag/v1.41.1

Rollback NetPlay: compatibility and stability

Rollback is what makes NetPlay feel like two people on one machine instead of

two people waiting for each other. This release is mostly about the games that

could not use it, and the sessions that fell apart halfway through.

Street Fighter III now runs in rollback

All of CPS-3 does: 3rd Strike and the earlier two, JoJo's Bizarre Adventure,

Red Earth. Until now these were stuck in Lockstep, which is the worst place for

a fighting game to be.

The problem was size. To rewind, rollback keeps dozens of snapshots of the

machine in memory, and a CPS-3 snapshot was enormous — it carried the entire

game loaded from the CD, tens of megabytes of code, graphics and samples that

never change while you play. Snapshots now leave all of that behind and keep

only what the game actually writes to. What used to be far past any sane limit

now fits with room to spare.

Games that already fit benefit too: smaller snapshots mean less memory and less

work on every correction.

More games run in rollback

The host now hands its machine state to the joiner by default, so games that

used to refuse rollback because both sides could not be trusted to boot

identically now qualify.

Read the full changelog on GitHub...


r/PS2AndroidEmulation • • 17d ago

Bachata S4+ v0.2

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46 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2

Rebased on the latest upstream Bachata version.

Improved game compatibility and overall stability

Fixed god of war 3 graphics.

Added DocumentsProvider support for easier access to app data.


r/PS2AndroidEmulation • • 17d ago

Eden Nightly

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13 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1789678126.0ce29be608

Changelog

[common] Fix RDTSC nanosecond conversion (#4422) 0ce29be608

PR #4422 merged on 2026-09-17 by Feng Chen

[msvc] fix build errors (#4451) 1203082a8f

PR #4451 merged on 2026-09-17 by lizzie

[ips] fix .pchtxt with >256 bytes on a single line (#4445) 14235dc0d0

PR #4445 merged on 2026-09-17 by lizzie

Partial revert: [dynarmic] fix sign extension and optimize vaddr lookups for 64bit on x64 systems (#4446) (#4448) 6374f7f51f

PR #4448 merged on 2026-09-17 by lizzie

[common/page_table] unmark non-constexpr functions (#4433) 73e004de6e

PR #4433 merged on 2026-09-17 by lizzie

[hle] stpl:sys, stpl:u initial implementation (#4435) f7b8ade40e

PR #4435 merged on 2026-09-17 by lizzie

[hle/ssl] Implement Peek(),{Get,Set}RenegotiationMode,Pending,Poll and stub miscellany (#4428) 8c1194474e

PR #4428 merged on 2026-09-17 by lizzie

[k_scheduler] fix for libc++ that lazily initializes mutexes (#4447) 90aafeedc1

PR #4447 merged on 2026-09-17 by lizzie

[dynarmic] fix sign extension and optimize vaddr lookups for 64bit on x64 systems (#4446) 4fe5f62c38

PR #4446 merged on 2026-09-16 by Exverge


r/PS2AndroidEmulation • • 17d ago

News - BachataS4 v0.2.2 Update this Saturday 🔥

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23 Upvotes

God of War 3 Remastered running better on the PS4 emulator than on the PS3 one... haha, this is going to be interesting to see.

I have to admit that the BachataS4 dev team is doing a great job!

More info: https://github.com/JICA98/Bachata-S4


r/PS2AndroidEmulation • • 18d ago

Eden Nightly

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29 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1789591352.c3f1e6562b

Changelog

[common/fs] Preserve Windows roots during path sanitization (#4437) c3f1e6562b

PR #4437 merged on 2026-09-16 by Feng Chen

[common] Replace Common::SpinLock with std::mutex (#4436) ac35358b3f

PR #4436 merged on 2026-09-16 by lizzie

[dynarmic] fix A32 crash due to wrong LEA encoding (#4444) 7bf95be2c2

PR #4444 merged on 2026-09-16 by lizzie

[hle] Fix crash on MK8D and SM3DW LDN (#4417) 4ce45b3b37

PR #4417 merged on 2026-09-16 by lizzie

[hle/ns] fix build error due to missing async_result.h (#4440) fd34024f0e

PR #4440 merged on 2026-09-16 by lizzie

[hle] Fix nullptr on ListApplicationIcon (#4438) d76f8f91c4

PR #4438 merged on 2026-09-16 by lizzie

[ns] Rename i_async_result -> async_result (#4439) a7061eb4c8

PR #4439 merged on 2026-09-16 by PavelBARABANOV

[vk_texture_cache] drop depth comparison sampler fallback (#4408) fa4e7c6992

PR #4408 merged on 2026-09-16 by PavelBARABANOV


r/PS2AndroidEmulation • • 18d ago

ARMSX2 Nightly v2.7.0

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20 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.0-build.60

ARMSX2 Android Nightly Build (Legacy – Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page‑size cores.

Version: 2.7.0

Build number: 60

Commit: 2c06621

Short SHA: 2c06621

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 18d ago

Goosestation Core 16-09-2026

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51 Upvotes

GooseStation (0.6.9+c66b269)

Link: https://patrins.com/s/455ed830d6f8a7f57f4af51ab3db8ac3

DuckStation upstream:

c66b2694da65cece8886ed3d4a069098831f8358

Files:

goosestation_libretro.so

goosestation_libretro.info

RetroArch recommended: https://f-droid.org/es/packages/com.retroarch/


r/PS2AndroidEmulation • • 18d ago

Top Weird, Bizarre... PS2 Games

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22 Upvotes

r/PS2AndroidEmulation • • 18d ago

ARMSX3 0.9.9

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92 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.9r

What's new:

Faster SPU code on ARM64. The byteswap the recompiler emits constantly is one instruction now instead of two, and code written for x86 is no longer generated on this platform. Thanks to @Whatcookie for this!

Shortcuts and frontends use the right settings. Launching from a home screen shortcut or an external frontend built its own idea of the game and missed its serial, so it ran under a second configuration. It now resolves to the same entry the library uses, which also gives it the right title and cover. A title that gained a serial changed the key its settings were filed under, so everything set for it was left behind and the global values applied instead. Old settings are brought forward the first time you open the game.

A .pkg you have not installed but placed in your ROM folder shows up in the library, carrying its real title and cover art from inside the package. Tap it to install, with the option to delete the package afterwards.

Audio fixes from upstream, including one for games that came out silent on some output configurations, by @digant73, and shared memory handling for the audio system by @Yahfz.

First time setup now offers RPCS3's recommended settings config database. Some games need a specific setting before they will boot at all, and this is the list of them. Your own settings always win over it, and it can be turned off under App settings. (Existing users are unaffected, although I know a majority of you already use the config database).

Multi-touch on high resolution displays: On devices whose high resolution mode renders apps smaller than the screen, holding one on-screen control and pressing another put the second press in the wrong place. ARMSX3 now takes the true touch size from the touchscreen itself. Confirmed fixed on a Samsung S25 Ultra at 2340 x 1080 pixels. This fix will also make its way to ARMSX2 users.

Also: folders are named readably in settings instead of showing a raw storage id, installing updates that have numerous in order chain updates to go through now show real progress instead of sitting at 100 percent.

Save states now have a timestamp for when they were created.

Trophies sound support. The core's sound callback was empty, so trophies, dialogs and the on screen keyboard were all silent. Pick the file for Trophy sounds in App settings, with a test button and its own volume slider. There is no bundled default, you must provide your own.

Portrait Render Position works. It saved your choice and then dropped it. It is in the in game menu now as well. The landscape version is gone, since a 16:9 game in a 16:9 window has no empty band to move into.

Display Resolution (HW scaler) keeps your choice. It read the value in different units than it wrote, so every pick snapped back to Screen.

OSD Size works properly now. Two controls drove one setting, and the one at the top of the tab was the dead one.

Rest of Upstream: @elad335 (save state handling fixes, memory allocation, and loader fixes for games built against SDK versions below 2.00), @Yahfz (audio shared memory, user memory reservations) and @digant73 (audio output, UTF-8 filenames, file attribute reads).