Image 1 — Dragon's Crown, a lightweight ps3 game are going ingame on such a low end chip (Redmi Pad, A12, 4GB, Helio G99, Mali-G57 MC2, not fully tested here). ARMSX3 0.9.2, the A11+ ARM V8.2 version)
Image 2 — Dragon's Crown, a lightweight ps3 game are going ingame on such a low end chip (Redmi Pad, A12, 4GB, Helio G99, Mali-G57 MC2, not fully tested here). ARMSX3 0.9.2, the A11+ ARM V8.2 version)
▲ 5 r/EmulationMediatekMali+1 crossposts

Dragon's Crown, a lightweight ps3 game are going ingame on such a low end chip (Redmi Pad, A12, 4GB, Helio G99, Mali-G57 MC2, not fully tested here). ARMSX3 0.9.2, the A11+ ARM V8.2 version)

this game is playable at like 15fps - 60fps average. Sometimes stuttering, sometimes not.

The issue is, its soo hard to screenshot that, but atleast i managed to get the title screen as screenshot and a game here (without fps hub sadly).

It Took like a hour here for the first time launch with the PPU firmware thing, so quicker than previous with Mineraft PS3 Edition on a older build with the legacy one. but starting it again, it takes like 30-1 minute later even bit shorter.

Seems like the ram is almost full (which is what i cannot screenshot there so maybe ill gonna camera shot on next game), but i cannot get it further tested, due for the forced tutorial (which seems like i cannot get passed) and i dont really know if the game may or may not crashed later. But yeah, with more rams (so aka a different model with the same chip) or less background (which i dont know how to reduce the bloat backgrounds to free up more rams on this emulator here, let me know) would solve that issue.

Good thing is, no issues, no logo blinking issue, and its also default settings except the fps hub, great job armsx3/rpcs3 team, keep it up!

Lets see if i get a more demanding game here on a low end chip, which im gonna post here again!

u/AntiGrieferGames — 4 hours ago
▲ 1.7k r/FuckDenuvo+2 crossposts

Assassin's Creed Black Flag Resynced has been cracked

Not a game i care, but thanks voices38 for preserving that!

u/AntiGrieferGames — 4 days ago

Another Big Update Dropped by ARMSX2 Team! ARMSX3 0.8

What's new:

Starting with this update there will be four builds per release: legacy (Android 11+, sdk30, armv8.1), a11 (Android 11+, sdk30, armv8.2), a13 (Android 13+, sdk33, armv8.2) and a15 (Android 15+, sdk35, armv8.2). Pick the highest your device supports. The three armv8.2 builds are compiled for a newer instruction set (armv8.2-a+dotprod+fp16), letting the compiler use half-precision maths and dot-product instructions directly, and one of them is what you want unless your device refuses to run it. legacy exists only for older CPUs, Cortex-A53/A73 and similar, common in low-end Mali devices, which don't have those instructions at all, it's the same Android version as the a11 build and differs only in CPU target, so if a11 crashes on startup, legacy is the direct swap.

Saint Seiya: Sanctuary Battle (BLES01421), no longer stalls partway through PPU compilation and boots to a black screen. The cause was in LLVM, not the emulator: on AArch64 the register scavenger ran out of registers under the GHC calling convention, and because the failure aborted the whole module every function in it fell back to the interpreter. Our LLVM now creates the emergency spill slot that path needs. 231/231 modules compile. I've been sending all of my fixes to Whatcookie so ARMSX3 fixes like this one and Armored core should be fixed on other platforms at some point as well on the ARM64 backend. Because this is a fix to LLVM itself rather than a workaround for one game, any title that hit the same failure benefits, it showed up either as a boot that never finished compiling, a black screen on game start with the OSD locked up, or as a game running far slower than it should because whole modules had silently fallen back to the interpreter.

Sonic Unleashed: FMVs play correctly now. Same LLVM fix.

Extended dynamic state: the Vulkan renderer now sets cull mode, front face, depth test/write/compare and primitive topology per draw instead of baking them into pipeline objects. Far fewer pipeline permutations to compile and cache, which is where a lot of first-run stutter comes from on Adreno and Mali. Falls back automatically on devices without the extension. Thanks to u/rfandango the dev of Xendroid for recommending this to me!

Frame Generation (Experimental): Lossless Scaling frame interpolation, at x2, x3 or x4. It needs your own copy of Lossless.dll from Lossless Scaling on Steam, nothing is bundled or downloaded. Import it once under Performance --> Frame Generation and the shaders are cached from then on, including across restarts. Two tuning options: Performance shaders (on by default, the lighter 3.1p shader set) and Motion detail (optical-flow resolution, lower is cheaper). Thanks to u/CamilleLaVey from Eden for sharing his implementation with me! And u/FrankBarretta for his LSFG-Android work!

Eternal Sonata: no longer floods with SPU "Invalid code" errors when the analyzer fails on a block, the recompiler now falls back cleanly instead.

God of War III: one out-of-memory event no longer disables the SPU cache for the rest of the session.

BLEACH: Soul Resurrección: fixed an ARM64 fault that was misclassified in a way that blocked every recovery path behind it.

Leisure Suit Larry: Box Office Bust (BLUS30331), the game copies its asset tree to an HDD cache during a short boot window and gives up when emulated I/O is slower than a console, then crashes at "New Game". That copy is now completed at boot. Gated to this title only. fixed by u/Zulux91

Fixed a crash when the app loses its window, leaving the app during a game, or anything else that destroyed the drawing surface, could abort the whole process with Vulkan API call failed with unrecoverable error: Surface lost. Losing the surface is routine on Android, it happens every time the app goes to the background, and the renderer already treated it as recoverable everywhere except when rebuilding the swapchain, which killed the process instead. It now recovers, and tells the difference between a window that is merely minimized and a surface that has to be recreated before any retry can work.

This also removes the memory corruption that followed it: the fatal error tore down the graphics thread mid-operation, and destroying its ZCULL state then freed memory that was still being written. ZCULL teardown was tightened as well, so page references are released properly rather than left dangling across a restart.

Fixed an issue causing a black screen when launching a game straight after opening the app, the renderer waited for a drawing surface that had already been created, because Android delivers that notification exactly once and it was being missed. Rotating the device "fixed" it because a screen rotation forces a fresh one. The surface is now re-delivered, and a renderer stuck waiting says so in the log instead of hanging silently.

RSX semaphore waits, falls back to an event-stream wait on CPUs where the low-power wait does not park, rather than spinning at full rate. Includes two rounds of hardening. done by u/Zulux91

Fixed some Log floods, repeated SPU unknown-instruction and halt messages are now rate-limited per opcode and per address. One tester's log went from 600 MB to 2 MB, and the log volume itself had been slowing the emulator down.

Frame generation memory safety, fixed a use-after-free where shared buffers were released while frame generation still had them in use, on any resolution or orientation change.

OSD color options now actually changes the OSD color.

OSD position can now be changed from the in-game menu.

Updated Brazilian Portuguese corrections and missing strings. done by u/johnpetersa19

A warning:

Frame generation is experimental. It wants a steady frame rate. Interpolating a game that is already struggling usually looks worse, not better, generated frames land at the wrong moment when the real frame interval keeps changing, and that reads as judder. A locked 25 fps looks better than a wandering 28. The OSD also flickers with it on. The overlay and the game's own menus get interpolated along with everything else. That is how frame generation behaves, turning it off restores steady text. Toggling it during a game pauses for a few seconds while a second graphics device and the shader pipelines are built. It costs some real frame rate. It adds frames to the display without making the game run faster. Really only recommended on the strongest of GPU's.

(Let me know how the in app updater is now that there is four builds, choose by your OS and CPU).

github.com
u/AntiGrieferGames — 5 days ago

ARMSX3 0.6 by the ARMSX2 Team has been released

https://github.com/ARMSX2/ARMSX3/releases/tag/0.6

Those Developers are working really hard and made another big update!

ARMSX3 0.6

What's new:

Trophies: The PS3's own trophies, read off disk, no account and no network. Two views: a browser for your whole library, grouped per game and collapsed, showing grade, description, earned state and unlock date, and a tab in the in-game menu for the game you are playing. Hidden trophies stay hidden until you turn it on. Games register their trophy set lazily, often only once you reach a menu, so the in-game tab can be empty for the first moments of a boot and then fill in. Unlocks were always being tracked, there was just nowhere to see them.

A whole class of missing text is back. Picking a save gave you Yes and No with no question and no save details. The save menu was not the problem: this build carried 180 of the emulator's 323 pieces of text and also discarded the values substituted into them, so anything with a name, date, size or error code lost it. All of it is present now. That restores text in the save, load and delete prompts, in every system error dialog, in trophy popups, in the Home Menu, and in the game-data and RPCN messages.

Saint Seiya: The Sanctuary now boots. Its PPU module cache stopped at 133 of 134 forever, one module trips a bug in LLVM's ARM64 register allocator, which killed the compile worker, and the module that worker was holding was never accounted for, so the counter the boot waits on could never reach zero. A module that cannot compile is now survivable, it is reported, its functions run interpreted, and boot continues. Nothing here is specific to that game, so anything hitting the same codegen bug should boot.

Pause actually pauses. The in-game menu set a flag and nothing else, so the game kept running behind it. Backgrounding the app was the only thing that really paused.

Restart now works. Two faults stacked: it crashed, because restarting re-applies your GPU driver and unloaded the old driver library while the renderer still held pointers into it, with that fixed it dropped you back to the library instead, because it started the new session before the old one had stopped and the old shutdown then killed the new one. Stopping now waits until the emulator is actually stopped. Apply-and-restart after picking a driver was the same bug.

The FPS cap works at every value. 20 and 45 applied while 30 and 60 did nothing, because presets take a different route internally and something was overwriting it on every apply, pinning the cap at 60. Stale overrides from earlier builds are cleared on first launch.

Fixed a bug when scanning the library that would cause an app crash. Adding a new disc image and rescanning after you had played something wrote through a null pointer, because probing an image needs emulator state that is torn down when a game stops. Harmless on a fresh launch and fatal after, which is why it seemed random.

Games installed from a PKG show their cover art. The grid gave up one step before trying the game's own artwork, so any title the cover repo has no entry for, like a European PSN release, showed a text placeholder while its icon sat unread on disk.

Installed licences are grouped per game and collapsed instead of a flat wall of content ids.

ANGLE is actually in the build now. The libraries sat in a module that no longer builds, so selecting ANGLE silently fell back to the system driver with nothing in the log. The check meant to prevent that now runs on the real build.

Ratchet & Clank A Crack in Time stops crashing minutes into play: the Vulkan upload rings were never reclaimed, with the index buffer growing 16 MB to 256 MB in a third of a second. Video memory pressure is judged against what the driver will actually give rather than a limit we chose, so a game can no longer be refused a 32 MB allocation while the emulator thinks it is at a quarter of capacity. Android also stops reserving a desktop-sized descriptor cache, 920 KB per shader program.

Analog pressure on L2 and R2 reaches the game.

Thanks to u/Zulux91 for three merged PRs: PS3 patch state reported per game with downloaded patches verified (#23), a non-responsive Vulkan driver made diagnosable and a custom driver saying why it cannot load (#28), and the primitive-restart index upload vectorised on ARM64 with NEON (#34).

u/AntiGrieferGames — 7 days ago
▲ 28 r/EmulationMediatekMali+1 crossposts

Minecraft Playstation 3 Edition booting into Game after long waiting launching PPU Compilation (yes, took over 1-2 hours) and 1-2 tries launch. ARMSX3 0.5.0

Specs are those: Redmi Pad 4gb ram 128gb storage Android 12 Mediatek Helio g99

Yes, there is gameplay there on last photo and i even got into menu with Some Logo/Settings Flickering issues.

Well, terrain didnt even loading well, and there are alot of other issues, that may need to be adressed, but the Emulation on PS3 is getting there. This is a Mali GPU, which is also a huge step up in Mali Android Community! And if this still works, atleast i get like 15-25fps there. Yes, crashes are also here and there, sometimes it works sometimes not.

I ealier tried the same game here but with a RPCSX UI Android but that was on a Snapdragon 865+ with 8gb ram there on Samsung Tab S7+, and that game didnt even launch in the after long time PPU Compliation! This is a really huge news in PS3 Android Emulation and i cannot wait for further future releases with Optimisation, Improvements, Fixes and even more!

u/AntiGrieferGames — 8 days ago

DoReMi (On Steam Forum) and maybe other Denuvo Bootlickers are gonna trying to brigating me and others who are much smarter (and against corporation/devs) than the "People" who are Bootlicking Denuvo/Corpo/Developers.

Plus there are alot of accusation and misinformation from denuvo bootlickers, that are always debunked and many others thing that needs to be adressed!

Link here https://steamcommunity.com/app/3321460/discussions/0/586182294117557352/?tscn=1786537335

Get a load of those Denuvo Bootlickers!

u/AntiGrieferGames — 8 days ago

How do i put Hekate back from Hekatos?

I found a pre modded switch, which contains Hekatos as Bootloader. Given i know anything shady about Hekatos, i would be glad for a instruction how to put Hekate back on the bootloader.

reddit.com
u/AntiGrieferGames — 10 days ago

Crimson Desert has been Cracked!

Pearl Abyss/Denuvo Bootlickers/Shills are getting mad there!

I will keep it mind what Pearl Abyss responds! Long live voices38!

u/AntiGrieferGames — 16 days ago

Nexon, publishers of First Berserker Khazan, files a false copyright claim on voices38's reddit post, then releases a PC only "stability update" that only updated the game's exe with the latest Denuvo iteration

Origianl post: https://www.reddit.com/r/CrackWatch/comments/1v9ri1t/nexon_publishers_of_first_berserker_khazan_files/

Yes, the post was also removed on here aswell which i can provide a link here. They can shake their hands to Shift UP there!

steamdb.info
u/AntiGrieferGames — 22 days ago

Fuck Bandai Namco Entertainment. ACE COMBAT 8: WINGS OF THEVE will have Denuvo Anti-Tamper DRM

Do i see a suprise from a Corporation that making Shovelware garbage games out there for decades?

u/AntiGrieferGames — 24 days ago

CBT2 Testers here, can you disable Blurry upscaling (DLSS, FSR, TSR, etc) and Anti Aliasing (TAA, TAAU, DLAA, FSAA, etc) on Silver Palace game here or it is still forced mess?

I asked back to CBT1 before with this question here, but people had response that it has Forced Blurry TAA at this point, which is not finished here.

Is this issue fixed on this test, or still the same issue here?

Also can you disable chromatic abberaton, Depth of Field and even other post processing effect here aswell?

reddit.com
u/AntiGrieferGames — 27 days ago