The manifest schema already carries typed, validated, launcher-rendered,
persisted options ([[option]] boolean/choice/integer), and the launcher
provider already reads them. A trusted activation plugin could not: the
callback takes no arguments, so a plugin was only ever an on/off switch.
That forced a parameterised feature to be modelled as one feature per
value, and `constraint` only expresses ordered_integer WITHIN a feature, so
those pseudo-features could not even be made mutually exclusive. A game
wanting "Widescreen: 16:9 / 21:9" or "Interpolation: 90/120/144/165/240"
had no way to express it as one entry.
psx_mod_option_value(package, feature, option, out, out_size) closes the
gap against the value the player actually committed. It returns 0 with an
empty string when the plan is not committed or the ids do not resolve, so a
caller applies its own default rather than reading "" as a selection. Ids
are explicit because registration is by plugin id alone and the callback
carries no package/feature context.
Also in this commit, from the same investigation:
* Sustained overlay-autocompile failure is now LOUD. After 3 consecutive
failed runs the runtime prints once to stdout: what failed, the exit
code, that overlays are staying interpreted and frame times will be far
worse than the build is capable of, what to check, and the compiler's own
output tail. Previously the only trace was a `fails` counter reachable
over TCP, so a wholly-interpreted title presented as "why is this slow"
rather than as a message. Threshold is 3, not 1, because isolated
failures (a shard racing a capture rewrite, a transient lock) are
ordinary and self-heal. Measured cost of the silent case on Tomba!:
p50 frame period 105ms, vs 3.1ms once shards existed.
* The autocompile child's working directory is printed at startup beside
cache and captures. Every relative path in overlay_autocompile_cmd
resolves against it and it comes from game.toml's detected project root,
so a game.toml staged outside the real root silently repoints the entire
compile command with no other symptom.
* A build tree whose cache still carries recomp-ui's OFF for
RECOMP_UI_ENABLE_MODS now says so at configure time. 610234a's seed only
fires on a fresh cache, and a stale OFF is indistinguishable from a
deliberate one, so such trees kept producing Mods-less builds across
reconfigures - the same "reads as a stale build" failure one level up,
and invisible. The explicit-OFF contract is deliberate so this does not
override it; it makes the state audible.
Runtime ctest 16/16. Warning verified to fire on a tree configured with
-DRECOMP_UI_ENABLE_MODS=OFF and to stay silent on a fresh configure.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`bios_hle` (default on) is the player-facing "skip the BIOS and go
straight to the game" flag, and it did nothing under the bundled
OpenBIOS: choosing OpenBIOS sat the player in the boot animation while
the identical build on retail SCPH-1001 went straight to the game.
Root cause was ordering, not policy. The tier has two axes with
different per-image requirements:
* boot-skip needs only `shell_entry_phys`, works under pure LLE
(nothing is synthesized — the shell call just returns
immediately), so any image exporting it can skip
* kernel-call needs `deliver_event_ret`, the kernel's own
DeliverEvent `$ra`, or a delivered callback returns to
the wrong PC
main.cpp correctly refused the call axis on an image without
`deliver_event_ret` by assigning `bios_hle = false` — and then derived
`boot_skip` from that already-mutated flag. OpenBIOS omits
`deliver_event_ret` (B0 semantics unvalidated) but DOES export
`shell_entry_phys`, so an available skip was cancelled by an unrelated
refusal, and one flag meant two things depending on a BIOS detail no
player can see.
Both axes are now decided by one pure, dependency-free function,
`psx_bios_hle_plan()` (runtime/src/bios_hle_plan.c): the boot decision
reads the REQUESTED `bios_hle`, each axis is gated on only the anchor it
needs, and refusals are reported at startup instead of downgrading
silently. `psx_bios_hle_configure()` clamps `boot_skip` to
`shell_entry_phys != 0` as a backstop so the banner and `hle_dump`
cannot overstate what can fire. The main.cpp local is renamed
`bios_hle_requested` and is no longer written back from the plan — the
`session_reboot` path re-enters that block, so folding a refusal into
the request would have made a netplay rematch differ from first launch.
Also in this pass:
* A BIOS profile's `[runtime]` block was parsed into
`BiosConfig::runtime` and read by NOTHING, and bios/OpenBIOS.toml
carried an inert `bios_hle = false` there that read as the reason HLE
was off on OpenBIOS. It was not. `load_bios_config` now REJECTS
`[runtime]` in a BIOS profile: a profile states facts about an image,
never preferences.
* `psx_icache_fastpath_test` had been unbuildable ("redefinition of
`psx_advance_cycles`" — the test's counting stub vs the header's
`static inline`), which blocked every runtime test registered after
it. It now builds with `PSX_OVERLAY_DLL_BUILD=1`, the seam
psx_cycles.h already provides for a TU supplying its own advance.
Tests: new `bios_hle_plan_test` pins the matrix, including a 64-case
sweep asserting the boot decision is independent of
`deliver_event_ret` and the call decision independent of
`shell_entry_phys`. Runtime ctest 15/15, recompiler ctest 30/30.
Validated on Ape Escape (SCUS-94423) built against this framework with
both backends linked, headless, all four cases:
OpenBIOS default bios_boot=skip to game; route=2 fire at vec 0x30000
ra=0xBFC06EA8 (the continuation OpenBIOS.toml
documents); in-game on screen
retail default bios_boot=skip to game; route=2 at vec 0x30000
ra=0xBFC0702C; in-game on screen; differs only in
bios_backend=HLE (LLE fallback)
PSX_BIOS_HLE=0 bios_boot=real intro; ring empty (no hook)
KEEP_INTRO=1 bios_boot=real intro; ring empty
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Comment-only. No compiled code changes -- the sole non-comment diff line moves
a trailing comment off the g_mmx6_hostside declaration into a block above it;
the declaration itself is byte-identical.
A survey of the mmx6-named widescreen symbols found the existing comments
misleading in a way that invites a dangerous cleanup, so the findings are
recorded in the source next to the code they describe.
1. "Compatibility entry points for already-generated MMX6 sources" (gpu.h) was
wrong. These are not MMX6 compat shims and are not safe to delete. They are
the widescreen-2D entry points the recompiler emits for ANY title with a
[widescreen.bg2d] block, and live generated code in several non-MMX6 repos
links them today:
cols/startcol/startx/stream_left/stream_right
-> CrashBash, MegaManX5, Tsumu (+ -release)
undercap
-> Ape, CrashBash, MMX4, MMX5, Tsumu, Vigilante8, THPS2
Each forwards to its psx_ws_bg2d_* twin, which is the real implementation.
Only the name is historical. Renaming is not runtime-only: the names come
from code_generator.cpp, which is in codegen_hash_sources.cmake, so it rolls
the overlay cache tag and forces regen + reshard of every title.
2. Host-side reveal (g_mmx6_hostside) is dead in every shipping build, which
the previous "kept inert pending removal" note understated. Nothing sets it
but the mmx6_reveal debug command, PSX_DEBUG_TOOLS is OFF for Release, and
no generated source anywhere references a host-side symbol. Noted that
removing it is the last step decoupling the generic psx_ws_bg2d_* API from
MMX6 -- mmx6_hostside_active() is currently embedded in the ternaries of
psx_ws_bg2d_cols/startcol/startx -- and listed the symbols that go with it.
3. BG buffer relocation is a parked FEATURE behind a load-bearing SYMBOL, a
distinction the old comment did not draw. With g_mmx6_reloc == 0 both hooks
return their argument unchanged, but MegaManX6Recomp/game.toml names the
bufbase/cap instruction sites, so the emitter writes calls into generated
code and psx_ws_mmx6_bg_bufbase is genuinely called by MMX6's generated C.
The supportable cleanup is to gut the bodies to identity and keep the
symbols, not to delete the functions.
Removal of (2) and (3) is deliberately deferred: it touches the renderer and
wants its own session with MMX6 revalidation.
Verified: gcc -fsyntax-only on gpu.c exits clean (an earlier draft embedded
"*/" inside a block comment and broke the parse -- caught before commit);
ctest 29/29 green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Preserve wider guest staging and composition regions while extending framebuffer draw bounds for native-wide margins. Regression-tested in 16:9 on Tomba and Mega Man X6 with bundled OpenBIOS.
Stretch explicitly configured backdrop X-store sites across the native-wide surface while leaving 4:3, FMV, menu, and unconfigured games unchanged.\n\nValidated by the contributor on Xenogears Battle Mountain and regression-tested on Tomba's Watch Tower flower backdrop with bundled OpenBIOS.
Two runtime-side changes the launcher's SYSTEM row needs.
The row was hidden whenever the linked BIOS was bundled, on the reasoning
that there was nothing to select. With OpenBIOS AND a retail image linked
that strands the player: choosing retail — and clearing back — is exactly
what the row is for. Visibility now asks the registry (is any linked
backend NOT the bundled one?) via psx_bios_has_selectable(), which is
also correct before selection, unlike psx_bios_image.
A BIOS named in settings.toml is likewise now honoured on every build.
It was previously ignored on bundled builds to stop a stale path pointing
at a foreign image, but that guard would now silently discard the only
in-app way to opt into retail. The identity gate is the real protection,
and it explains a mismatch rather than ignoring it. An EMPTY value stays
meaningful in the other direction: that is the launcher's Clear, "go back
to the bundled BIOS", so it is not adopted as a path.
Pairs with recomp-ui feat/bios-row-clear.
Not yet compile-verified against the launcher: building with
PSX_RECOMP_UI=ON on this branch fails in the recomp-ui netplay callback
ABI (main.cpp:4495), which traces to 87491cb and is inherited from this
branch's base predating master's matching integration — the same skew
that stops MMX4/MMX5 building on current master with their pinned
recomp-ui. Needs master merged in, which this branch requires before
merge regardless.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Implements docs/BIOS_SELECTION.md on top of the backend ABI. One build
now carries both images and decides at startup, so the per-BIOS build
flavour (and its three uncross-checked restatements) is gone.
- runtime.cmake takes PSXRECOMP_BIOS_STEMS (default "OpenBIOS;SCPH1001")
and generates psx_bios_registry.c from it, so the stem list is the
single source of truth for what a build carries.
- [runtime] openbios (default true) records whether a title may use the
bundled image. Not exposed to settings.toml: it is a developer's
compatibility finding, not a player preference.
- Selection: an explicit choice that matches a linked image wins;
otherwise the bundled image; otherwise prompt. A mismatched explicit
choice is explained and falls back to OpenBIOS when the title allows
it, instead of dead-ending.
- validate_bios_for_launch now ASKS WHICH backend an image is, rather
than checking against one hardcoded identity, and activates it.
Crucially, "no BIOS" means "the player chose none" — not "no BIOS file
was discoverable". The compile-time DEFAULT_BIOS_PATH is no longer
treated as a choice: it made a stray file near the executable produce a
BIOS Mismatch dialog before the bundled image was considered.
Also fixed while wiring this: the settings.toml BIOS-adoption check read
psx_bios_image.image_bundled, which now runs before any backend is
active (all-zero), so it asks the registry instead.
Verified on Tomba! with ONE binary, both paths:
no --bios -> OPENBIOS, no dialog, boots to in-game save
--bios SCPH1001.BIN-> SCPH-1001 (crc 37157331, bundled=0)
and the per-image state follows the selection, not just the label:
kernel-bless window 0x500-0x4BA0 vs 0x500-0x8500, deliver_event_ret
0x0 vs 0x80001720.
Still outstanding: savestates must record the active BIOS and refuse to
load under another (kernel RAM layout differs); a player-facing way to
clear a remembered choice; retiring PSXRECOMP_BIOS_STEM/_PROFILE, which
now only feed the staleness stamp.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Groundwork for "no BIOS chosen -> OpenBIOS, explicit choice -> that BIOS"
(docs/BIOS_SELECTION.md). Shipping both images in one build removes the
per-BIOS build flavour, and with it the three restatements of the same
choice that nothing cross-checked.
Two recompiled BIOSes could not previously coexist: each generated
dispatch exported 16 globals, 14 of which were identical between images
(16 func_ bodies at coincident normalized addresses, the two dispatch
entry points, the per-image tables, and the dispatch depth).
Each image now exports exactly one descriptor, PsxBiosBackend
<STEM>_psx_bios_backend, carrying its image info, dispatch entry points
and kernel-body table. Everything else it defines is static or
stem-prefixed:
- func_ bodies and continuations take the stem prefix (fn_sym/cont_sym).
- psx_dispatch / psx_dispatch_call are renamed in the generated
preamble rather than at ~20 emit sites; the runtime keeps the
unprefixed names as forwarders through the active backend, so the
game's generated C and ~66 runtime call sites are untouched.
- the image info, kernel-body and native-stub tables become static.
psx_bios_image and psx_bios_kernel_bodies/_count are now published
by the runtime from the selected backend, so memory.c and the other
52 read sites are unchanged (the table is a pointer, indexing is
identical).
- g_psx_dispatch_depth moves to the runtime: it is shared dispatch
state, not per-image, and its duplicate definition was one of the
collisions.
The generated dispatch now includes psx_bios_backend.h instead of
re-declaring PsxKernelBody / PsxBiosImageInfo / PsxNativeStub locally —
those layouts had to be kept in sync with the runtime by hand, which the
old header comment admitted.
Verified by compiling both images and diffing their exported symbols:
dispatch objects export 3 stem-prefixed symbols each (was 16, 14
shared), full-body objects export 3911 and 13070, and the intersection
in both cases is empty.
Selection policy and the [runtime] openbios setting are not wired yet;
this is the linkability seam only.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>