Files
PS2Recomp/ps2xRuntime
Shane Michael Mathews (Personal Account) 81f2a7f5e1 fix(runtime): stop double-counting nloop in sceGifPkRefLoadImage A+D header GIFtag (#149)
sceGifPkRefLoadImage seeded its A+D header GIFtag with nloop=4 via
makeGiftagAplusD(4u), then closePacketGifTag computed the appended
register-qword count (4) from the write-cursor delta and ADDED it to the
seed, finalizing nloop=8 for a tag with only 4 A+D register qwords
(BITBLTBUF/TRXPOS/TRXREG/TRXDIR). A GIF parser consuming that tag eats the
following IMAGE GIFtag and its first payload qwords as bogus A+D data,
starving the CLUT/texture upload that the setup packet precedes (e.g. DQ8
font-glyph CLUTs staying all-zero).

Seed an open A+D tag (nloop=0, nreg=1, EOP clear) instead and let
closePacketGifTag add the true count, finalizing 0x1000000000000004 -- the
value the regression test pins. The seed is written via a named
makeGiftagAplusDOpen(nloop) helper in Support.h (mirrors makeGiftagAplusD but
leaves EOP/bit 15 clear for a chained tag whose nloop is finalized at close),
rather than a bare (1ULL << 60) literal, to keep the file's
GIFtag-construction convention consistent. makeGiftagAplusD(0u) can't be used
because it always sets EOP.

Adds a byte-level regression test that drives sceGifPkRefLoadImage (setup
only, qwcRemaining=0) against a scratch packet-builder state and asserts the
finalized header tag lo/hi, the four A+D register descriptors (0x50..0x53),
and their four register payloads (BITBLTBUF dbp/dbw/psm, TRXPOS, TRXREG
width/height, TRXDIR) -- pinning the full setup packet.

Full build clean; ps2x_tests 297/297.
2026-07-10 14:20:59 -03:00
..
2026-06-26 21:04:39 -03:00

Runtime Library

The runtime library provides the execution environment for recompiled code, including:

  • Memory management (32MB main RAM, scratchpad, etc.)
  • Register context (128-bit GPRs, VU0 registers, etc.)
  • Function table for dynamic linking
  • Basic PS2 system call stubs

How to use:

Take your decompiled code and place the cpp files on ps2xRuntime/src/runner and header files on ps2xRuntime/include and compile/be happy.

Vita Build Notes

The Vita runtime uses Quenom/raylib-5.5-vita for vita build. I recommend build runtime only.

Expected environment:

  • VITASDK points to your VitaSDK root.
  • Quenom/raylib-5.5-vita has already been built and installed into $VITASDK/arm-vita-eabi.
  • SDL2 with the PVR backend required by that raylib fork is also installed into the same VitaSDK prefix.
  • PS2X_DEFAULT_BOOT_ELF is mandatory, you need to define where your game is like "ux0:data/RANJ00001/game/SLUS_201.84".

The CMake for ps2xRuntime consumes those preinstalled headers and libraries from VitaSDK. It does not fetch or install the Vita raylib fork for you.

Adding Custom Function Implementations

You can add custom implementations for PS2 system calls or game functions by:

  1. Creating function implementations that match the signature:
void function_name(uint8_t* rdram, R5900Context* ctx, PS2Runtime *runtime);
  1. Registering them with the runtime:
runtime.registerFunction(address, function_name);

Advanced Features

Memory Translation The runtime handles PS2's memory addressing, including:

  • KSEG0/KSEG1 direct mapping
  • TLB lookups for user memory
  • Special memory areas (scratchpad, I/O registers)

Vector Unit Support

PS2-specific 128-bit MMI instructions and VU0 macro mode instructions are supported via SSE/AVX intrinsics.

Instruction Patching

You can patch specific instructions in the recompiled code to fix game issues or implement custom behavior.

Limitations

  • Graphics and sound output require external implementations
  • Some PS2-specific hardware features may not be fully supported
  • Performance may vary based on the complexity of the game