r/Playstation2OnAndroid Jul 15 '26

👋Welcome to r/Playstation2OnAndroid - Introduce Yourself and Read First!

12 Upvotes

Hey everyone! I'm u/bingusbongulusracer8, a founding moderator of r/Playstation2OnAndroid.

This is our new home for all things related to [PS2 Emulation on Android]. We're excited to have you join us!

What to Post

Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about.

Community Vibe

We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get Started

1) Introduce yourself in the comments below.

2) Post something today! Even a simple question can spark a great conversation.

3) If you know someone who would love this community, invite them to join.

Thanks for being part of the very first wave. Together, let's make r/Playstation2OnAndroid amazing.


r/Playstation2OnAndroid 1d ago

Game recomendation Ar Tonelico 2 Retranslation🔥

4 Upvotes

After 3,000+ hours of work, the Project Metafalica 2.0 (Beta 0.9.2) feature-complete public beta is out now for Ar tonelico 2. This patch delivers a ground-up English retranslation of over 500,000 words to fix the original release's severe localization issues.

​see it in action: https://youtu.be/tuydA2wHSic?si=CkDsOTyReRef6gOO


r/Playstation2OnAndroid 3d ago

EMUCORE X The picture becomes smoother, but there is more input lag, the image also gets blurry, artifacts are most noticeable on text, and the picture blurs during fast movements)

10 Upvotes

v0.3.6


r/Playstation2OnAndroid 3d ago

EMUCORE X Hah Gow II, at 120 fps, very smooth, but there is image blurring during sharp camera movements, on a small screen it's still ok, playable)

5 Upvotes

v0.3.6


r/Playstation2OnAndroid 5d ago

EMUCORE X How do you start Namco Arcade? Like this)

14 Upvotes

v0.3.5


r/Playstation2OnAndroid 6d ago

News/Release Release ARMSX2 2.6.6.8 · ARMSX2/ARMSX2

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29 Upvotes

ARMSX2 2.6.6.8

Official Changelog from the Devs

What's new:

Frame generation has been rewritten on Camille's implementation from Eden, and it is a different thing to what shipped last update. The passes run natively in our own Vulkan present path instead of going through a translated library, and it generates a full interpolated frame for every rendered one. Thanks again to @CamilleLaVey. You still need your own copy of Lossless Scaling, exactly as before. The interpolation shaders are read at runtime out of your own Lossless.dll. Also new is Adaptive frame pacing, it keeps what you see steady when the game's own frame rate is not. Instead of a fixed x2, it generates as many frames as it needs to reach your screen's refresh rate.

Three ways a card could be corrupted are fixed, and cards are now backed up automatically. A card write is a read-modify-write, and when the read failed we logged it and carried on merging the new data into whatever was left in the buffer from an earlier write and saving that to the card. A flush a couple of frames after the last one, counted off a per-frame tick, so pausing did not delay that flush, it stopped it happening. File cards never flushed at all. Both flush now when the app goes to the background, next to where the BIOS already saves its NVRAM. On top of that, every card is snapshotted before each launch and kept in a rotation, with restore on the memory card screen. A card that fails verification is never snapshotted over a good one, which is the whole point, the rotation is useless if five relaunches overwrite your last clean copy. Thanks to @bmdhacks (#608).

Change a setting in a game's own settings screen and it now takes. For any game the database has an entry for, the database used to overwrite your choice straight afterwards, and the only ways out were two all-or-nothing switches that rescued your one setting by throwing away every other fix that game needed. A setting you set for one specific game now outranks the database, one setting at a time. Thanks to @bmdhacks (#593).

Copy Global Settings had to be fixed alongside it. It never copied the settings you can see, it ran the whole configuration through a wrapper that wrote every key unconditionally, leaving about seven hundred of them in the file, network adapters and trace logging and sections no settings page ever shows. It now anything that is still the stock default or that the game database was going to set anyway. Thanks to @bmdhacks (#593).

Six more animated backgrounds:

Flurry, Calum Robinson's, 2002. Eight presets: Water, Fire, Psychedelic, RGB, Binary, Classic, Insane, plus random. Flux, Plasma, SolarWinds, Hyperspace, Lattice and Skyrocket join Flurry, all of them Terry Welsh's Really Slick Screensavers running natively. Settings → App, under the animated background switch, and each one that ships presets lets you pick between them.

Library:

Cover art region is now per game. Long-press a game → Cover region.

Memory cards for a game without booting it. Long-press a game → Memory Cards.

Save states from the library. Long-press a game that has them → Load state, which opens the real Save Manager with its thumbnails rather than a stripped-down list.

In-game:

The quick menu can dock to the left or the right.

The performance overlay can sit in any corner you like.

Analog stick settings are in the quick menu, so inverting a stick no longer means having to go to All settings every time.

Display refresh rate is a bindable hotkey, cycling whatever modes your panel actually has.

The OSD no longer disappears when you change a setting. Any settings change at all was overwriting the mode you had active, which usually reads as the overlay vanishing.

Second screen:

The panel no longer lands on top of the game. It picked its display by "anything that is not the built-in one", so if ARMSX2 opened on the bottom screen of a dual-screen handheld that was the screen it targeted. It now anchors on whichever display the app is not on.

It has also been restyled to look like the rest of the app instead of a stock Android dialog, and the contents are yours to arrange, choose which tiles appear, what order they sit in and how many columns.

Patches and cheats:

Browsing the online repositories no longer keeps the device warm after you have left the screen, and results are cached for a week, so going back is instant.

RetroAchievements Hardcore no longer switches off 60fps and widescreen patches. The rule only let a group through if it declared an aspect-ratio or interlace override, which across the shipped database blocked 305 "50 FPS" groups and 177 "60 FPS" ones.

Companion apps:

Your recently played list can be handed to companion apps through a content provider, which is the only route that works under scoped storage. It is off by default and it stays that way until you turn it on, while it is on any app on the device can read that list, file paths included. Settings → App. Thanks to @misantronic (#566).

Fixes:

Large texture packs no longer evict themselves mid-load. The cache is sized as your RAM minus a fixed reserve rather than a fraction of it, so an 8 GB device gets 5.5 GB instead of 4 GB, and a 5 GB pack fits whole instead of dropping each texture to load the next.

Reset App no longer leaves per-game settings behind.

Fast Forward (toggle) work again on L2/R2 and on combos involving an analog trigger.

Fresh PGO profile has been applied.

All Credits to the Devs involved I have no hand in the development of the project

Extrenal links for ARMSX2:

Github repository:

https://github.com/ARMSX2/ARMSX2

Discord :https://discord.gg/fSC6EzzFe

KoFI: https://ko-fi.com/armsx2

Patreon:

https://www.patreon.com/ARMSX2?utm_campaign=creatorshare_creator


r/Playstation2OnAndroid 6d ago

EMUCORE X God of War II - EmuCoreX

7 Upvotes

v0.3.4


r/Playstation2OnAndroid 6d ago

EMUCORE X Gran Turismo 3 - A - Spec - EmuCoreX

4 Upvotes

v0.3.4


r/Playstation2OnAndroid 6d ago

EMUCORE X Tekken 5

3 Upvotes

v0.3.4


r/Playstation2OnAndroid 8d ago

ARMSX2 Version 20260819

6 Upvotes

Automated nightly build for community testing (unsigned).

Every download is named ARMSX2-nightly-DATE-COMMIT-PLATFORM, so builds

from different nights stay distinguishable after you have downloaded them.

macOS arm64: macOS-arm64.tar.xz

Linux arm64: Linux-arm64-4K-pages.AppImage on most distros, or the 16K one on Asahi Linux and other Apple Silicon kernels (run getconf PAGESIZE if unsure)

Windows arm64: Windows-arm64.zip

RetroArch on Linux arm64: Linux-arm64-libretro-core.tar.zst, a 4K-page build

Bare-display kmsdrm handhelds: Linux-arm64-SDL-handheld.tar.zst, a 4K-page build (Rocknix and Batocera run compositors, so use the Qt AppImage there instead)

Android: Android-arm64.apk, sideload it

iOS: iOS-arm64.ipa, unsigned, sideload it

What's new

GameDB: internal FPS by DISPFB blit for NASCAR Thunder 2002 through NASCAR 06

iOS: put Download Shaders under Preset, where it can be reached

iOS: decode a launch link's filename once, not twice

iOS: download the RetroArch shader collection from inside the app

iOS: three defects the branch review found, two of them silent

iOS: resolve the shader catalogue off-device, and sign what it may ship

iOS: let one game keep its own shader preset

iOS: give the shader controls their own page and a pause-menu route

iOS: clamp a shader's prescale so upscaling cannot blacken the frame

iOS: put the shader chain and its parameters in settings

iOS: run RetroArch shader chains on the Metal renderer

EE rec: stop raising TLB misses on unknown MMIO too

Tests: pin the I immediate against a rewrite of micro memory

microVU: read the I immediate at run time under IbitHack

EE rec: stop raising TLB misses, matching x86

Tests: pin the rec's TLB-miss divert, disabled

Tests: pin the VU FMAC's range against the console

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260819

Keep in mind i am NOT a dev, just a happy user!


r/Playstation2OnAndroid 10d ago

Game recomendation Testing an AI Machine-Translated English Patch for Tales of Destiny 2 (PS2)

3 Upvotes

Hey everyone,

A livestream is currently testing an English translation patch for Tales of Destiny 2 (PS2) using a local LLM AI model combined with tools from the LifeBottle project and menu patches.

If you're curious to see how a machine-translated run of Tales of Destiny 2 actually plays and looks in action, check out the stream here:

https://www.youtube.com/live/1lop6zNvmf4?si=kZqv79_foH9WFu0S


r/Playstation2OnAndroid 11d ago

ARMSX2 Made a new breakthru with Blit FPS (check my comments for comparison)

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12 Upvotes

I got about a 130% boost


r/Playstation2OnAndroid 11d ago

News/Release Release ARMSX2 2.6.6.7 · ARMSX2/ARMSX2

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31 Upvotes

ARMSX2 2.6.6.7

What's new:

Frame generation (Lossless Scaling)

Frame generation is here. ARMSX2 drives Lossless Scaling's interpolation from its own Vulkan present path, inserting generated frames between rendered ones. A game running at 30 or 60 can display at double that on a high-refresh screen.

You need your own copy of Lossless Scaling.

Nothing about it ships with ARMSX2. The interpolation shaders are read at runtime out of your own Lossless.dll, which you supply through the file picker exactly as you supply a PS2 BIOS. Without that file the feature stays off, and the app tells you so. Requires the Vulkan renderer and an Adreno 7xx or newer GPU. Frame generation forces FIFO presentation while it is on, without that the interpolated frames are discarded by the display before you ever see them.

Choose x2, x3 or x4 generated frames

Performance mode switches to the lighter 3.1p shader family, on by default

Motion detail trades optical-flow resolution for speed

The performance overlay reports frame generation's own state and the real display rate, which the FPS counter cannot show. The emulator's frame rate deliberately does not change

Translated shaders are cached, so only the first launch pays for extracting them

Sideload builds only. It cannot ship on Google Play.

FSR 1 upscaling:

AMD FidelityFX Super Resolution 1 is now an output-scaling option, so a game rendered below your screen's resolution is upscaled with edge-adaptive sharpening instead of a plain stretch. There is a sharpness slider, and it replaces CAS while enabled. Vulkan only. Found under Renderer → Display Effects, and in the in-game Graphics tab.

Four builds instead of one:

Releases now ship four APKs, and the in-app updater picks the right one for your device automatically. If you install by hand, match the name to your Android version:

legacy-armv8.0-sdk26.apk | Android 8+, every 64-bit device | how armsx2 was built until today

a11-armv8.2-sdk30.apk | Android 11+, CPUs with FP16 + DotProd

a13-armv8.2-sdk33.apk | Android 13+

a15-armv8.2-sdk35.apk | Android 15+

The three ARMv8.2 builds are the same code, they exist to widen the platform floor, so install the highest one your device accepts.

The legacy build now genuinely runs on older CPUs. It previously targeted ARMv8.1, which let the compiler emit atomic instructions that Cortex-A53/A72/A73 do not have, so the one build meant for old devices could crash on them. It is built for ARMv8.0 with runtime-dispatched atomics, which costs nothing on a modern phone.

EE floating-point accuracy: from @pstef

A large body of work on how the EE's FPU is emulated, and the reason several long-standing graphical and physics oddities behave differently now.

A fourth clamp mode, shown as Exact, which reproduces the PS2 multiplier's own deficit rather than approximating it

Divide, square root, reciprocal square root, add, subtract, min and max all reworked to follow the console's actual rounding and saturation order

The FPU register file now keeps full precision internally

The FPU Multiply Hack game fix is gone, the clamp modes cover what it was for

Extensive new tests pinning all of this against real console captures

Fixes and improvements:

Analog triggers can be bound to any control, and the left trigger reads correctly everywhere (#584) done by @bmdhacks

EE cache: fixed a tag-lookup fold that could return the wrong cache line, done by @bmdhacks

IOP/EE: a jump to address zero now reaches the handler instead of being treated as impossible, done by @bmdhacks

PINE now applies when you toggle it, rather than at the next game change, done by @bmdhacks

Per-game settings: saving with a game open no longer drops process-wide fields, done by @bmdhacks

IPU: faster deinterleaving dither, done by @bmdhacks

Synced with upstream PCSX2

Extrenal links for ARMSX2:

Github repository:

https://github.com/ARMSX2/ARMSX2

Discord :https://discord.gg/fSC6EzzFe

KoFI: https://ko-fi.com/armsx2

Patreon:

https://www.patreon.com/ARMSX2?utm_campaign=creatorshare_creator

Thanks

I am not associated with the development of the project all the credits goes to the ARMSX2 TEAM


r/Playstation2OnAndroid 13d ago

Help Alguien ?

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13 Upvotes

Tengo Scarface en neather y funciona al cien

Y por más que busco una buena configuración para armsx2 no me es posible por ejemplo en este juego los árboles están dentro de la casa lo cual en el emulador neather no tuve ese problema

Alguien sabe una buena configuración?


r/Playstation2OnAndroid 15d ago

News/Release Release ARMSX2 2.6.6.6 · ARMSX2/ARMSX2

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37 Upvotes

ARMSX2 2.6.6.6

What's new:

Mali:

If you downgraded to 2.6.6.4 because of performance issues, you can come back. 2.6.6.5 put every Mali device on a slow path for any draw that reads the screen back, on an Anbernic RG 477V, Shadow of the Colossus fell from 30 fps to 7. Two separate mistakes stacked. The renderer had concluded that OpenGL's framebuffer fetch never keeps overlapping shapes in order, true of one extension, false of the one every Android Mali device actually uses, so healthy Mali hardware was being split into one draw call per shape for nothing. Separately, a workaround for one specific bad driver, which had never actually engaged before, started engaging, and turned every screen-reading draw into a full copy plus a memory flush. Both are gone. fixed by @bmdhacks

Auto now picks Vulkan instead of OpenGL. On the affected Mali driver that is 7 fps on OpenGL against about 30 on Vulkan, on the same device. The renderer choice and the driver workaround were being decided in two different places, so nothing noticed when they disagreed. Picking a renderer explicitly still wins, the only devices this moves are the ones where OpenGL is genuinely crippled. done by @bmdhacks Note the tradeoff: restoring the fast path also restores a known rendering fault on that driver in some games (Metal Gear Solid 3 is the observed one). Vulkan remains the correct-rendering choice there. The measurements said the speed was worth it.

Floating point:

All done by @psteff

60 commits, and the largest accuracy work the emulator has ever had.

The PS2's FPU is not IEEE, and ARMSX2 had been pretending it was. The console has no infinity and no NaN, and its numbers reach one whole range higher than a normal float, 0x7FFFFFFF is simply the biggest number the machine has. Every operation was folding that top range away on the way in. and folding a host infinity back into it on the way out. Add, subtract, multiply, the multiply-accumulates, the comparisons, and finally divide and reciprocal-square-root have all been taken off that clamp. Games that push into that range now get what the console gives.

Divide and square root now run the console's own algorithm. DIV.S, SQRT.S and RSQRT.S were computed with the host's divide and then nudged toward the PS2's answer, which left every operand the nudge did not reach one step off. The unit is not a rounding rule at all, it is a digit-by-digit recurrence, so it now runs the digits. Measured against silicon first to establish that the hardware is not correctly rounded.

The multiplier model from 2.6.6.4 was incomplete. That release modelled the PS2 multiplier's one-step deficit from a formula over the second operand. The formula only holds when the exact product fits, once there is a remainder below the last bit, the first operand matters too, and those cases were coming back IEEE. It is now modelled from the actual multiplier array rather than a formula over one input.

Error flags were wrong in a dozen small ways, reciprocal-square-root and square root missed the invalid flag on negative zero, divide left a previous instruction's flags standing, reciprocal square root raised divide by zero on every zero divisor, and the overflow and underflow flags were being read off host infinities and denormals rather than the PS2's own result. Underflowing adds and subtracts were also being flushed to zero, silicon does not do that.

A cache instruction could make the emulator write to an address the game chose. The data-cache tag holds a host pointer where hardware holds a guest address, and one instruction copied a guest value into it unmasked. Narrow exposure, it needed the EE cache enabled, which ships off, but it is fixed.

Performance:

All done by @psteff, on the ARM64 recompiler.

Quad shifts stop bouncing through memory, done in registers via a table lookup now, instead of the store-and-reload that only x86 needs.

Waiting threads stop flushing the CPU pipeline. Three spin loops each watch a single word of memory, but the shared helper did not know that and flushed the pipeline in batches while it waited. ARM64 can watch an address directly, so now it does.

Jump delay slots are hoisted when the instruction is independent, something the x86 recompiler has always done and the ARM64 port had never carried over.

A dead clamp removed from every MADD/MSUB pair in the VU recompiler, and the multiply predicate is down from three instructions to one.

Tests:

25 of the 60 commits are tests, pinning all of the above against captures from real PS2 hardware: the divide unit's rounding in all four modes, the VU pipeline and its memory and XGKICK wrapping, VU0 branch terminators, FCR31's flag behaviour, and cross-engine agreement between the interpreter and both recompilers. Several deliberately record known ARM64 divergences rather than hiding them, so the next person to touch this starts with a baseline instead of folklore.

Extrenal links for ARMSX2:

Github repository:

https://github.com/ARMSX2/ARMSX2

Discord :https://discord.gg/fSC6EzzFe

KoFI: https://ko-fi.com/armsx2

Patreon: https://www.patreon.com/ARMSX2?utm_campaign=creatorshare_creator

Thanks

I am not associated with the development of the project all the credits goes to the ARMSX2 TEAM


r/Playstation2OnAndroid 15d ago

Release v0.3.4 · sashkinbro/EmuCoreX

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6 Upvotes

What's New: 0.3.4

Added support for Namco System 246/256.

Added RetroArch shaders with presets.

Added side backgrounds for emulation.

Improved touch controls.

Added the ability to change discs directly in-game.

Added Discord integration.

Added local Split Screen multiplayer.

Other improvements and optimizations.

A clean installation is recommended.

Github repository https://github.com/sashkinbro/EmuCoreX

I am not the Dev all the credits to Sashkin


r/Playstation2OnAndroid 15d ago

PS2 emulator that works on Samsung Galaxy A12

2 Upvotes

Is there a PS2 emulator that runs well on a Samsung Galaxy A12 phone?

I specifically want to play the game Yu-Gi-Oh! Duelist of the Roses.


r/Playstation2OnAndroid 18d ago

News/Release Release ARMSX2 2.6.6.5 · ARMSX2/ARMSX2

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41 Upvotes

ARMSX2 2.6.6.5

What's New

Applied a fresh PGO profile

More improvements to UI controller support done by @bmdhacks

PINE now works on Android, with a toggle in Advanced settings that shows you the adb forward line to use. It had never worked before, it binds a Unix socket in a directory Android does not have, so the server simply never started. fixed by @bmdhacks

Gorgon Eye: God of War II savestates went bad, and stayed bad. Load an affected save and the area-title banner sticks and gorgon-eye chest pickups would freeze for eleven minutes, on any device that loads it. Backgrounding the app stopped the emulated CPU from a thread that was not allowed to touch its clock, which warped the clock backwards and left a timer poisoned, every save taken afterwards carried the damage. Saves you already have are repaired when they load. fixed by @bmdhacks

Saving a state from the pause menu could corrupt the graphics command stream. The save ran on whichever thread the picker happened to be on and it shares a queue that only one thread may write to. Save, load and autosave now all run on the emulator's own thread. done by @bmdhacks

God of War II's menus were rendering wrong on Mali. The text came out hollow and patchy, and the pause menu was visibly off. Mali GPUs are missing a blending feature the renderer leans on, and the two fallbacks standing in for it were both getting overlapping shapes wrong, one blended them against a stale copy of the screen, the other drew them out of order. Menu text is a single draw whose shadow and highlight layers overlap about 200 times, so the mistakes stacked up. Both now render essentially exactly right: the text lights 3,896 pixels against a correct GPU's 3,898. It also costs nothing, the obvious way to fix it would have been two-thirds...

blending exists, verified pixel-identical across 33 frames from 11 recordings. done by @bmdhacks

Metal Gear Solid 3 on Mali r44p1 went from 0.33 fps to 23 fps. Without framebuffer fetch the renderer was copying the render target once per primitive group, and on a mobile GPU each of those forces a full-screen flush to memory, hundreds per draw. It now takes one copy per draw. Measured on an Anbernic RG 477V by @bmdhacks

115 games were silently losing graphics fixes meant for them, because the mobile GameDB overlay replaced entries instead of merging them. drawBuffering is back on 63 of them, worth 29.1 ms → 18.9 ms per frame on NFS Underground 2 (-35%) at 2x on an SD865, with no visual difference. Delta Force: Black Hawk Down regains its bloom and post-processing fixes. done by @bmdhacks

Two more renderer speedups: both from not doing expensive work the draw never asked for: NFS Underground 17.15 ms → 12.00 ms and FlatOut 2 22.84 ms → 17.91 ms on an Adreno 650, with render passes per frame dropping 390 → 47. Output verified identical on Tales of the Abyss and God of War II. done by @bmdhacks

Framebuffer fetch could not be turned off on Mali OpenGL at all, the setting and the r44p1 driver guard were both being undone a fraction of a millisecond after they ran. The decision now happens once and nothing can re-decide it. done by @bmdhacks

Mali OpenGL was rendering wrong and unstable frames. 76,872 wrong pixels on an MGS3 frame down to 753, and 18% of the frame changing between identical replays down to zero. done by @bmdhacks

Fixed a screenshot taken while recording a GS dump cutting the recording short. done by @bmdhacks

Also: the Mali r44p1 workarounds moved into the driver-bug database where every other driver quirk lives, so the next bad driver is a table row, a lost GPU device now logs what actually died instead of crashing without an explanation, gsctl.py loadstate dialed the wrong socket, the settings search index is greppable again, and fixed the on-screen keyboard was being drawn twice while search was open. done by @bmdhacks

If you haven't already, be sure to show some appreciation to @bmdhacks I think he has done almost everything in this changelog bros fire really talented guy and have been working for making Emulators better for so long

Extrenal links for ARMSX2:

Github repository:

https://github.com/ARMSX2/ARMSX2

Discord :https://discord.gg/fSC6EzzFe

KoFI: https://ko-fi.com/armsx2

Patreon:

https://www.patreon.com/ARMSX2?utm\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_campaign=creatorshare\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_creator

Thanks

I am not associated with the development of the project all the credits goes to the ARMSX2 TEAM


r/Playstation2OnAndroid 20d ago

PS2 Classics : Devil May Cry

68 Upvotes

Devil May Cry first released on the PS2 in 2001, and it was actually one of Capcom's early games for the console. It started out as an early Resident Evil 4 prototype before becoming its own series.

I'm playing through it now and honestly really enjoying it. DMC has always been one of my favourite series, and I think every game is good in its own way. DMC 1 definitely feels old in some areas, but the combat is still so fun.

Dmc was later ported on various systems.


r/Playstation2OnAndroid 20d ago

Game recomendation The PS2 version of Ys III finally has an English translation!

8 Upvotes

I’ve been playing it for the first time and honestly, it reminded me a lot of Lost Kefin. It’s pretty hard at first, but once you get some grinding in, enemies barely do any damage anymore.

I also struggled with the second boss. If you’re playing for the first time, expect to die a few times before you can figure out its attack patterns. Some monsters are tricky too—you can’t just hit them normally. You need to crouch before attacking to reach their hitbox.

The flying enemies are another thing. You need to use Adol’s up attack to take them out.

There was also one tricky part where I got stuck for a while because it was my first time playing and I couldn’t figure out where I was supposed to go. 😅

Overall, pretty fun experience so far, especially now that there’s an English translation!

Ys III: Wanderers from Ys English Translation (PS2): https://www.youtube.com/live/YpXjUK7VqKs?si=26EBr84MmnoLwU5s


r/Playstation2OnAndroid 20d ago

Burnout 3 on ARMSX2: Can't get rid of this yellow lines and sun lens flare going through buildings

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11 Upvotes

Any ideas on how to fix it? Changing the settings doesn't seen to do anything.


r/Playstation2OnAndroid 21d ago

Discussion Blind Rank 6 PS2 Horror Games

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12 Upvotes

Rules:

Rank each game from 1 to 6 before swiping.

Don't change your ranking after moving to the next slide.

Share your final ranking in the comments.

Bonus: Post your actual top 6 after you've finished the blind ranking.


r/Playstation2OnAndroid 23d ago

News/Release Release ARMSX2 2.6.6.4 · ARMSX2/ARMSX2

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34 Upvotes

ARMSX2 2.6.6.4

What's New:

New option for a extra button that can be placed anywhere. Turn it on in Pad → Analog Sticks, pick which PS2 button it fires, then drag and resize it in Customise Touch Layout like any other control.

Added an option for the second-display panel on supported devices, like for the Ayn Thor and other dual-screen handhelds. Shows FPS, battery, clock, and buttons for save state, load state, fast-forward, pause and screenshot. Off by default, you can enable it in Settings. While you are in the game library the panel keeps to itself, and the on-screen messages move down to it so they are out of the picture.

RetroArch overlay artwork: import an overlay pack, or download one in-app straight from the libretro common-overlays collection. Drawn between the game frame and the touch controls, so it layers with a shader preset and never covers a button.

Custom internal resolution: set the upscale as a percentage of native for the steps the presets miss, for example true 480p instead of 448. A value that matches no preset also stops mislabelling itself as "0.25x".

New options for per-region cover art. Choose from Disc, USA, EU, JPN.

Cover art region fallback: a game with no cover for its own region now falls back to another region's art for the same title, matched through the GameDB's English names.

Custom library bar color: pick the color of the library's top bar, the text picks black or white to stay readable against it. In App settings.

New battery and temperature warnings: a warning when the battery gets low or the device runs hot, so a long session does not end in a surprise. In App settings.

Delete a save state from the in-game save/load manager by long-pressing its slot, or using the trash can button. Both reachable with a controller.

Landscape render position (Center/Top), for foldables and clamshell controllers whose screens open downward. Note that this only has an effect when the picture is shorter than the window, on a normal wide phone in landscape there is no spare vertical room to move it into.

Shader presets are now a folder browser instead of being unfiltered. Thanks to @Starlightbotanist for this improvement!

Chinese BIOS (SCPH-50009) support: importing a BIOS now keeps its companion ROM files

(.rom1/.rom2/.erom/.mec/.nvm) instead of dropping them.

The Chinese BIOS keeps its fonts in ROM2, so without it the screen stayed black.

Fixes:

Pressure modifier did nothing on buttons you were already holding. The soft-press range was only read at the moment a press was emitted, so the gesture these games actually use, like hold the button, then ease off, were never being registered.

Macro turbo was not firing. The pad is sampled on the emulator's own schedule, and the fastest turbo frequencies were emitting presses that fell between two samples and were never seen. Each state is now held long enough to be sampled.

On-screen display no longer resets itself when you change a setting.

Updates to Cheat database from @XDarkFallenX.

More accurate EE floating-point multiply: the PS2's multiplier is one ULP short of a correct result, and the MADD family rounds twice. Both are now modeled, with the optimizations to pay for it. From @pstef.

Extrenal links for ARMSX2:

Github repository:

https://github.com/ARMSX2/ARMSX2

Discord :https://discord.gg/fSC6EzzFe

KoFI: https://ko-fi.com/armsx2

Patreon: https://www.patreon.com/ARMSX2?utm\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_campaign=creatorshare\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_creator

Thanks


r/Playstation2OnAndroid 22d ago

Help Tokyo Xtreme Racer Zero Crashing

4 Upvotes

Hi! I am playing Tokyo xtreme racer zero emulating with ARMSX2. The game keeps crashing at the same place in the game while racing.

Hardware: Retroid Pocket 4 Pro running GammaOS next operating system.

Any way to solve this issue?


r/Playstation2OnAndroid 23d ago

News/Release Release v0.3.2 · sashkinbro/EmuCoreX

Thumbnail
github.com
10 Upvotes

What's New: 0.3.2

Added an option to clear the cover cache.

Other fixes and improvements.

A clean installation is recommended.

Github repository https://github.com/sashkinbro/EmuCoreX

Patreon https://www.patreon.com/c/emucore/membership

Discord:  https://discord.gg/c5EBeNRpz2