ARMSX1 is a fork of psxe, rebuilt around a native FSUI donor shell and SDL2-hosted frontends for desktop, Android, iOS, UWP, web, and PSVita.
ARMSX1 currently has the following emulator pieces wired up:
- CPU, DMA, GPU, SPU, MDEC, GTE, and timers
- CD-ROM loading
- memory cards
- BIOS selection and PS-X EXE boot
- screenshot capture
- logging controls
- VSync control
- fast forward
- protocol/file launch through
armsx:///...on supported hosts - the FSUI settings shell
Disc image support is:
BIN/CUE- single-track
BIN ISOCHD, including mixed-mode metadata, pregaps/postgaps, audio byte order, and Q subchannel dataZIParchives containing a supported game image and its companion files
ARMSX1 has two portable CPU engines:
cachedis the default. It caches decoded instruction handlers, but still performs a real bus fetch and opcode check for every emulated instruction. Writes invalidate matching entries, including cached/uncached address aliases.interpreteris the reference path and remains selectable for diagnostics.
Neither engine emits native code, uses executable memory, or relies on host threading behavior. Select the engine in Settings, with --cpu-engine=cached|interpreter, or with ARMSX_CPU_ENGINE.
The GPU always uses the accurate software PlayStation rasterizer and keeps its 16-bit VRAM authoritative. Presentation has two SDL2 modes:
SDL software, the defaultSDL accelerated, opt-in through Settings orARMSX_GPU_BACKEND=sdl-accelerated
The accelerated mode uploads only changed VRAM scanlines to an SDL texture. It does not replace PS1 rasterization with host triangles, so switching presentation modes does not change emulated GPU results. If an accelerated SDL renderer is unavailable, ARMSX falls back to SDL software rendering.
- Desktop: macOS, Linux, Windows
- Mobile and alternate hosts: Android, iOS, UWP, WebAssembly, PSVita
- CI also builds Linux
x64,x32,arm64,arm32and Windowsx64/x32packages
Desktop and Android are the main day-to-day targets. The other ports are present and buildable, but they are more platform-specific and may lag behind the desktop path.
The Gitea workflow matches whatever label your act runner advertises. If that label is a docker-mode label like ubuntu-latest:docker://..., Gitea will keep creating per-job bridge networks and can eventually hit Docker address pool exhaustion.
To run the jobs directly on the runner container or host, change the runner labels to host mode, for example ubuntu-latest:host or linux_amd64:host, then restart act_runner. If the runner is started from a Docker image, remove the /var/run/docker.sock mount when you want host mode.
On desktop, launch the emulator directly:
./bin/armsx --bios=/path/to/bios.bin --cdrom=/path/to/game.cueYou can also launch a file with the protocol handler on supported hosts:
armsx:///absolute/path/to/game.cue
The app opens an FSUI shell where you can choose BIOS files, start discs, change settings, take screenshots, and toggle fast forward or VSync.
Settings are stored under SDL's pref path, usually SDL_GetPrefPath("nanodata", "armsx"), in settings.toml.
On WebAssembly, Start File, Start Disc, and Open Game Folder use the browser's permission-gated file and directory pickers. Selected files are copied into the Emscripten virtual filesystem for the current session. Directory access falls back to a multi-file directory input where the File System Access API is unavailable. USB mass-storage drives are intentionally handled through these file pickers; WebUSB does not expose protected mass-storage-class devices as a general filesystem.
Install SDL2 development packages, then run:
./build.shInstall SDL2 and dylibbundler:
brew install sdl2 dylibbundlerThen build a bundle:
./build.sh macosappInstall a MinGW toolchain and SDL2, then run:
./build-deps.ps1
./build-win64.ps1
./build-win32.ps1Set ANDROID_NDK_ROOT to an NDK 27+ install and build:
./build.sh androidUse the bundled SDL2 xcframework and run:
./build.sh iosBuild the native runtime or solution from Windows:
./build-uwp-native.sh x64 Debug
./build-uwp-native.sh x86 Release
./build-uwp-all.ps1Requires Emscripten:
./build.sh wasmServe the generated bin/wasm directory over HTTP(S); browser file APIs are not available from a raw file:// URL.
Requires VITASDK:
./build.sh psvitasettings.toml is generated on first run. CLI flags always override file settings for the current session. Some internal fields still use historical psxe_* names for compatibility.
The generated defaults are:
[cpu]
execution_mode = "cached"
[gpu]
backend = "software"Legacy renderer names such as hardware are accepted when reading old settings and normalize to sdl-accelerated when saved.
Run the deterministic source and subsystem matrix:
python3 tests/run_validation.pyThe cases cover source invariants, cached/reference CPU differential execution and self-modifying code, GPU VRAM parity, CHD layout/subchannel logic, ZIP extraction and traversal rejection, and browser file-selection rules. make disc-probe IMAGE=/path/to/game.cue performs a read-only disc-open and sector-read smoke test.
make test-sdl-runtime is an optional headed host check that creates an accelerated SDL2 renderer, uploads a BGR555 texture, and presents it. It is intentionally not part of the deterministic matrix because graphical CI runners may not have a display or accelerated SDL driver.
ARMSX-specific material owned by Moon is proprietary and all rights are reserved. No use, copying, modification, redistribution, publication, commercial exploitation, or creation of derivative works is permitted without Moon's prior express written permission.
This proprietary license applies only to material Moon owns or is authorized to license. Upstream psxe code, contributor-owned portions, bundled frameworks, and third-party dependencies retain their existing licenses. See LICENSE and LICENSES/UPSTREAM-MIT.txt.
ARMSX uses:
argparse.clog.ctomlc99- SDL2
- FSUI donor / ImGui
- libchdr