Commit Graph

200 Commits

Author SHA1 Message Date
Shokunin aab7c9e6e5 Frontend: [video] render_thread option, vblank boundary, render_thread command
[video] render_thread (default false; PSX_RENDER_THREAD=0/1 overrides,
PSX_RENDER_THREAD_FRAMES bounds frames in flight, default 2) starts the
OpenGL render thread at the first vblank, after the context and every
startup GL call exist. Each vblank then closes a frame right after its
present and before wall-clock pacing, so the render thread draws while
the guest waits. Netplay, frame interpolation, Vulkan and software keep
the synchronous path.

TCP: render_thread reports records, frames produced/consumed, presents
and stale presents skipped, sync points with their recent reasons,
backpressure and render busy time. Display-ring and present-image-ring
readers sync first (the render thread fills them).

config_loader is a BIOS emitter input: OpenBIOS fingerprint regenerated
(tools/regen_bios.sh --config bios/OpenBIOS.toml; the C is unchanged).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:25:57 -07:00
Matthew Stanley 3a11aea16d Refresh netplay validation against master retaining audited startup cache and local views 2026-10-07 11:59:16 -07:00
Matthew Stanley 7d0a18ebc6 Integrate netplay pad and own-view stack without dropping current-master behavior
Preserve negotiated content and dual-raster pass gates. Retain both fixture assertion sets and HD-off seams. Regenerate both BIOS with actual native emitter. Fix type-only rollback corrections and exclude extra-pad changes from digital-only promote gates.
2026-10-07 11:06:57 -07:00
Matthew Stanley 6e154bcf03 Preserve Windows UNC roots when persisting launcher paths
Use native path spelling for settings and BIOS/disc sidecars. Add save/reopen regressions for UNC selections.

Beads: beads-eio.3.286
2026-10-06 21:52:36 -07:00
Matthew Stanley 898f90dc72 Refresh stale main fixtures without weakening runtime state guards 2026-10-06 19:29:33 -07:00
Matthew Stanley 8f126c595b Integrate PR 513 retaining current COP2 hooks and regenerate both BIOS backends 2026-10-06 19:13:37 -07:00
Matthew Stanley f9c7bb0a1c PGXP: carry precision through GTE-as-multiplier arithmetic and lwl/lwr word copies
Fixes Ape Escape terrain seams: CPU-built subdivision midpoints and lwl/lwr-copied
grid corners drew native next to precise neighbours. Adds pgxp_tri_ring/pgxp_store_ring.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-06 13:35:43 -07:00
Matthew Stanley d247ce8b88 Add opt-in netplay local viewport width sites, fixed aspect and native-wide per-camera views
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 20:20:18 -07:00
Shokunin 1a90c04c27 Hook coprocessor reads into GPRs in the PGXP shadow
MFC0 and CFC2 overwrite a GPR, but the recompiled code did not hook them
(and neither interpreter hooked MFC0/CFC0), so the register kept the
shadow of whatever vertex it held before. Validation by value cannot
prove provenance when the new word equals the old one. Emit PGXP_ALU
after MFC0 and PGXP_COP2 after CFC2, matching the interpreters' CFC2
hook, and hook MFC0/CFC0 in both interpreters. OpenBIOS regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 19:15:44 -07:00
Shokunin 1db61e768b config: a title default for the offline multitap
[controller] multitap = false in game.toml keeps offline play at two
standalone pads for a title whose game has no multitap support but whose
netplay seats more players (players still sets the netplay seat count).
settings.toml [controller] multitap and the launcher toggle still
override it. Without the key nothing changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 15:19:47 -07:00
Matthew Stanley 029629ff89 Merge origin/master into land/pr494 2026-10-05 10:11:43 -07:00
Matthew Stanley fe42da2744 Merge release/native-rendering-20261003 into master
Keeps both lines: master's PGXP session, draw-distance clamps, masked rejects
and saturated-winding NCLIP; the release's render-pass kit additions, verified
media/disc extents, timeline/present rings, cull-scale sites. Overlay ABI v30.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-04 19:27:02 -07:00
Matthew Stanley a407f7af89 fov_scale: honour settings.toml [video] (game.toml < settings.toml < env), round-trip on save
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-04 10:55:58 -07:00
Matt Stanley 9aacc1f01e Merge pull request #479 from RetroPortingToolKit/fix/netplay-off-host-relay-include
runtime: keep the host relay out of offline builds
2026-10-04 10:35:36 -07:00
Matthew Stanley d2c8f03e76 Add guarded native draw replay, motion interpolation and stable world filtering 2026-10-03 23:46:25 -07:00
Matthew Stanley 6674024285 Merge master into feat/medievil-native-wide-guards
Reconciled with #470 (PGXP): gpu.c precise vertices take PGXP only under geometry correction and count it, then native-wide edge recovery; the PGXP triangle stat stays PGXP-only. Stubs and tests from both kept; stamps recomputed.
2026-10-02 20:00:23 -07:00
Matthew Stanley 42053afc17 Merge master into up/screen-x-edge16
recompiler/CMakeLists.txt: keep both new codegen test targets (this PR and #468).
2026-10-02 19:43:43 -07:00
Matthew Stanley 40af8a428c Merge master into feat/pgxp
Master moved the textured-dot test stubs into gpu_exec_stubs.inc; the PGXP stubs move there too. pgxp_note_rect_bypass stub takes (int). Stamps recomputed.
2026-10-02 19:30:59 -07:00
Matthew Stanley 30a4072c25 Merge master into feat/max-detail
Stamps recomputed with tools/bios_emitter_fingerprint.cmake after #480's restamp.
2026-10-02 19:22:24 -07:00
Matt Stanley 921d0b021d Merge pull request #467 from RetroPortingToolKit/feat/vs-split
GL: texture window per vertex; opt-in batching across texture windows
2026-10-02 19:20:52 -07:00
Matt Stanley 0347edd577 Merge pull request #455 from Alexbeav/up/settings-paths-relative
runtime: keep a portable game folder portable (relative settings paths)
2026-10-02 19:20:44 -07:00
Matthew Stanley a95d8c77ee Merge remote-tracking branch 'origin/master' into feat/guarded-packed-wide-cull 2026-10-02 16:51:02 -07:00
Matthew Stanley 1ed0dfd22d Recover saturated winding at guarded native-wide rendering branches 2026-10-02 16:47:59 -07:00
Matthew Stanley 6545e54a9e tests: fail when a committed BIOS emitter stamp is stale
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:41:39 -07:00
Matthew Stanley 02e1246a3b runtime: keep the host relay out of offline builds
1982e7dc included recomp_net/host_relay.h unguarded, so PSX_NETPLAY=OFF builds fail to compile (optional_netplay_auth caught it).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:40:36 -07:00
Matt Stanley 973d93a907 Merge pull request #456 from Alexbeav/up/bios-scph5500-5501-2
bios: add the SCPH-5500 and SCPH-5501 profiles
2026-10-02 15:35:49 -07:00
Matthew Stanley c29e934308 Add guarded packed-coordinate culling for native-wide adapters 2026-10-02 14:12:20 -07:00
Matthew Stanley 0aebc621d1 optional_netplay_auth: netplay-off main.cpp needs no recomp_net headers
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 12:26:14 -07:00
Alexandros Mandravillis 57f0505bd2 Widen lui and bltz screen_x_sites: a screen X kept in the high half
A renderer that keeps a screen X as SX << 16 tests the right edge against
a lui-held W << 16 and the left edge with bltz on the shifted value. No
explicit [widescreen.cull] kind fits either: bltz_sites compares the whole
register with -margin, and a lui at a screen_x site was a build error.

screen_x_sites now also takes
  lui rt, W        -> rt = (W + margin) << 16
  bltz x, outside  -> taken while SX < -margin   (x = SX << 16)
Both are the identity at 4:3. The helpers are defined for native code and
for overlay shards; their math is in ws_cull_edge.h. The two prototypes are
written only for a config that lists screen_x_sites, so the generated code
of every other title is unchanged.
2026-10-02 21:27:15 +03:00
Matthew Stanley 81b449d7c9 Merge V8:2 framework branch (b9f9ba23) into master for render passes
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 08:36:58 -07:00
Shokunin dd5fdec6bb Add opt-in draw-distance clamps ([[draw_distance.clamp]])
Many PS1 renderers drop a primitive whose depth index falls past the end
of their ordering table. Raising that limit can write past the table, so
a title can now list such guards in game.toml with the register that
carries the index and the last safe value. While a trusted mod has called
psx_mod_set_draw_distance_clamp(1), generated main-EXE code clamps that
register before the guard runs, so far geometry is kept in the farthest
slot instead of popping in later.

- Off by default and reset at every session start, so netplay and every
  title that lists no sites run unchanged; with no sites the generated
  code and declarations are byte-identical.
- Main executable only: the full instruction word is the guard,
  generation fails on a mismatch or a load-delay hazard, captured
  overlay code keeps its own code (the sites are not part of the overlay
  config identity), and the dirty-RAM interpreter applies the clamp
  where the game's text image holds the listed word.
- Compatibility: code_generator.cpp is a codegen-hash input, so the
  codegen hash and the overlay-cache tag change for every title, sites
  or not. Savestates from earlier builds are refused, and overlay shards
  rebuild once on first visit. Generated code and behaviour are
  unchanged for a title without sites or with the switch off.
- Tests: draw_distance_codegen_test (config rules, emission, guards,
  declarations, overlay identity) and draw_distance_interp_test (store,
  switch, interpreted guards); the session-reset guard covers the switch.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 11:36:48 -07:00
Shokunin 8630d3a6f8 PGXP: precise culling as a mod option; the mod as a title's one switch
With every drawn vertex precise, a title can still show cracks where the game
culled a face on its integer winding. R4's road emitter runs NCLIP on each
far row and skips rows whose native height rounds to 0. Natively their
neighbours meet at the same integer y. With PGXP they sit at their exact y,
and the skipped row becomes a strip of sky across the road beyond the start
gantry, at 4K and in 2P. tri_mixed cannot see this: the missing face draws
no triangle.

Precise culling (DuckStation's "PGXP culling", minimal footprint):
- While geometry correction is armed, gte_nclip computes the exact
  determinant of the three SXY register shadows (pgxp_gte_nclip_precise:
  live, current words, the GPU's own truncation agreement and tolerance).
  When its sign is nonzero and differs from the integer MAC0's, MAC0 takes
  that sign, with the rounded exact doubled area (at least 1) as magnitude.
  FLAG keeps the integer overflow bits.
- It changes guest-visible MAC0, so it is a `culling` option of
  psx.enhancement.pgxp, false in the builtin, with no [video] key, so netplay
  (which clears every mod) never runs it. It needs geometry correction.
  It is held off in every pass compared against another execution: the
  speculative and replay passes, and the whole overlay shadow diff
  (psx_overlay_shadow_diff_active), interpreter pass included.
- Counters whenever geometry correction is armed: nclip_precise,
  nclip_disagree (exact sign differs: the culled-face crack exposure),
  nclip_corrected. TCP pgxp {"culling":0|1}; env PSX_PGXP_CULLING.

Session arming in one place (src/pgxp_session.cpp, psx_pgxp_session_arm):
main.cpp's renderer setup now calls the same code the test drives. The arming
takes the mod request (reads and clears it), so a session with an empty plan
cannot inherit an earlier session's request even if the reset were skipped.
pgxp_session_test now links the real mod runtime, the builtin plugin and the
builtin manifest, and covers:
- a default-on override;
- a netplay clear, with and without the reset;
- the off switch;
- the options;
- env overrides;
- pgxp_mod_only.

[video] pgxp_mod_only (game.toml, default false): for a title that ships
PGXP through the mod, the mod is the one switch. The [video]
geometry_correction / perspective_texturing / pgxp_cpu_mode values are not
applied, from game.toml or the player's settings.toml. The launcher also
hides its Perspective textures row (has_geometry_precision = 0). That row
showed "off" while a default-on mod corrected textures, and it could keep
texture correction on after the player switched the mod off.

geom_correction also reports texture_correction and the culling switch.

R4, Helter Skelter: 28.7% of NCLIPs disagree in sign. With culling, the
ladder is gone in same-frame 4K captures (1P straight and crest, 2P VS), and
the game emits about 24% more triangles. Its packet buffers peak at 60%.
fp_identity over 12000 frames: stock, PGXP off, and PGXP on with culling off
are IDENTICAL; with culling on, the RAM writes differ from the attract race
on, while cyc/mmio/mc agree throughout.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 06:02:52 -07:00
Shokunin dd867215af PGXP: dataflow-only geometry and preserve-projection precision
Two opt-in [video] keys for titles whose build carries the PGXP hooks, both
live-tunable through the TCP pgxp verb. Defaults keep today's behaviour.

pgxp_position_fallback (default true). false skips the position-cache tier
in pgxp_get_precise_vertex and stops gte.cpp filling it. At hook-build
coverage the cache only hands unrelated 3D fractions to CPU-built 2D
polygons (a HUD needle, menus). Beetle and DuckStation leave their vertex
cache off by default.

pgxp_preserve_projection (default false). true makes RTPS/RTPT shadow the
exact projection, from the unshifted MACs and a true divide
(pgxp_project_precise), instead of the GTE's integer-IR one. That removes
the residual wobble of near geometry. Guest SXY, MAC0 and FLAG are
untouched. Only sf=1 vertices with no IR, SZ3 or divide saturation qualify,
and the rest keep the IR path. The exact position can sit a little below the
guest integer or more than a pixel above it, so truncation agreement becomes
the window -4 < precise - native < 5 px, a sanity bound over the IR path's
own error (on R4 every on-screen vertex falls within -1.9 .. +2.6 px). A
packet half at or beyond the GTE saturation limit must still agree exactly.
The tolerance clamp now measures the offset both ways. [widescreen]
precise_nclip reads the same shadows, so in a title that sets both, its
branch sign follows the exact projection too.

Observability: geom_correction reports both switches, ppp_produced, and
geometry-corrected triangles split into all-precise, mixed and native. The
mixed share is the mesh-cracking exposure of G1.1.

Tests: pgxp_test (fallback off, window edges, saturation, two-sided
tolerance, the exact projection and its qualifiers, triangle census);
gte_register_access_test (RTPS/RTPT guest state equals the oracle with the
mode on, and the shadow is the exact projection); video settings test
(defaults, parsing, type check). gpu_gp0_history_guard_test's gpu.c stubs
gain pgxp_note_triangle.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 04:24:54 -07:00
Shokunin 67da069f9c GL: texture window per vertex; opt-in texture-window batching
The OpenGL textured program read the GP0(E2h) texture window from a
uniform, so every window change ended the open textured batch (batch
reason 5). Titles that tile far textures with per-primitive windows pay
for that in draws: Ridge Racer Type 4's split screen changes the window
about 515 times a game frame and drew about 180 batches, against 17 with
batching on. On the native-wide path every batch that reaches the margins
is drawn again into the wide surface; under heavy load on an M4, 2P with
widescreen at Match display ran at 39-43 guest VBlanks/s and 1P at 50,
against 50-58 and 57 with batching on.

The window now rides in each textured vertex (a_twin, the E2h low 20 bits
as one float) like texpage and CLUT already do, and the shader decodes it
there; the uniform and the window-replay queue's copy of it are gone.
With the default unchanged, batches still split at every window change,
so every vertex carries the batch's window and the image is the same as
before: the new test's oracle passes on the unmodified renderer too, with
the same digests at 1x, 4x, 9x and in the windowed 9x/18x mode.

[video] texture_window_batching = true (game.toml only, default off) lets
primitives with different windows share a batch. The image is the same:
an opaque batch draws its colour in one painter-ordered pass and
semi-transparent primitives are still drawn one per batch. While mask
checking is on the window stays a batch key, because an opaque batch
fixes the stencil for its STP=1 texels after its colour pass.
PSX_GL_TEXWIN_BATCH=0|1 overrides it for a run and the TCP command
gl_texwin_batch switches it live. Software and Vulkan are unchanged.

Tests: gl_scale_invariance_test gains mode "twin" (alternating windows
over opaque, semi-transparent, set-mask, mask-check and bilinear prims,
into the native-wide margins): off and on give the same native VRAM,
frame at S and wide surface, on draws 17 batches instead of 46 and flushes
only for the 5 mask-check window changes. Each run also checks an oracle
that does not depend on the renderer: raw rects through all four windows
into a 4-bit and a 15-bit page must give, pixel for pixel in the native
VRAM and at the centre of each pixel at S, the texel the PS1 window rule
picks from the VRAM as read back. A decode or packing error both settings
share fails it (checked with (v_twin >> 11) and with off_y left out of the
packed window). video_enhancement_settings_test checks the key's default
and opt-in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 04:15:01 -07:00
Alexandros Mandravillis 93ece71c8c tools: give tcc the .c.inc fragments a bios module includes
A BIOS module's glue.c includes overlay_dispatch_preamble.c.inc and psx_bios_module_glue.c.inc by name. The tcc path compiles against a BOM-stripped copy of the include directory, and that copy held only *.h, so every tcc module build stopped at "include file 'overlay_dispatch_preamble.c.inc' not found" and the runtime fell back to the bundled BIOS.

Copy .inc files into the tcc include copy as well. Game overlay shards were not affected: compile_overlays inlines the preamble text instead of including it.
2026-10-01 11:36:09 +03:00
Alexandros Mandravillis ff4be21c90 bios: add the SCPH-5500 and SCPH-5501 profiles
The v3.0 Japanese (SCPH-5500, 09/09/96) and US (SCPH-5501, 11/18/96)
retail BIOS images join SCPH-1001, SCPH-101 and SCPH-5552, so every v3.0
region (J, A, E) has a profile.

Both images match SCPH-1001 v2.2 byte for byte in the kernel,
ROM [0x80, 0x18000). SCPH-5501's reset vector is identical too; SCPH-5500's
differs in 24 bytes. The shell differs in both. So each profile is
SCPH1001.toml with its own identity (name, id, rom, sha256 pin, stem): the
copy windows and install slots are kernel properties and carry over
unchanged. The shell runs through the dirty-RAM interpreter, as for
SCPH5552.

Each image gets its own seed list, derived by the same rule as
phase2_ghidra_seeds_SCPH5552.json: the SCPH-1001 corpus filtered to seeds
whose 64-byte ROM window is identical in both images (534 kept, 569
dropped), plus the two architectural vectors and 6 A0/B0/C0 kernel-table
targets. The files carry only addresses, labels and rationales, plus the
SHA-256 of both ROMs.

- psx_bios_known_images.h: CRC-32 FF3EEB8C (SCPH-5500) and 8D8CB7E4
  (SCPH-5501), both 512 KiB. A build that does not link these backends
  builds one from the player's own dump as a loadable module, like
  SCPH-5552, and the netplay lobby can name the image.
- main_cli.cpp: map SCPH5500 / SCPH5501 dumps to their profiles.
- build_cli.py: package both profiles with the CLI framework.
- docs/BIOS_SELECTION.md: list them among the module-built images.
2026-10-01 09:28:13 +03:00
Matthew Stanley b9f9ba230f Support guarded mod callbacks and verified disc extents for combined content 2026-09-30 22:51:23 -07:00
Matthew Stanley 7c7133fbb4 Integrate MMX6 adaptive renderer with current framework master
Preserve current segmented dispatch, active-plan mod hooks and software scale limits. Extend function filters through the active plan, retain the last-store pointer with overlay ABI 25, and keep default config fingerprints stable. Refresh BIOS emitter stamps after byte-identical regeneration and reconcile regression fixtures.
2026-09-30 20:23:16 -07:00
Matthew Stanley 9ea70f3566 Merge current master while retaining the Ape Escape patch release pin 2026-09-30 19:09:45 -07:00
Matthew Stanley 6901aac851 Discover scheduled overlay prologues through their first basic block 2026-09-30 18:58:25 -07:00
Alex Vanderveen 60919f5a87 bios: build a retail backend from the player's own dump as a loadable module
Bundled releases link OpenBIOS only; retail-BIOS-derived C never ships.
"Bring your own BIOS" now works without it: when a dump matching a shipped
profile (psx_bios_known_images.h) is selected, the runtime builds that
backend on the player's machine with the overlay toolchain the release
already carries, caches it, and loads it as one more registered backend.

- runtime/include/psx_bios_module.h: the module contract. An overlay-style
  self-contained shared library (no imports from the executable) exporting
  psx_bios_module_{abi,codegen_hash,init,backend}; reaches the runtime only
  through OverlayCallbacks plus a new PsxBiosModuleCallbacks table (traps,
  dirty-RAM/kernel-bless probes, fntrace, log_probe) and pointer aliases of
  the globals the generated dispatcher touches. Its #defines rewrite the
  emitter's own extern lines, so the generated C compiles unchanged.
- runtime/include/psx_bios_module_glue.c.inc: module-side forwarders and the
  four exports, compiled after overlay_dispatch_preamble.c.inc.
- runtime/src/psx_bios_module.c: host side. Cache path
  <exe>/cache/bios/<os-arch>/bm<abi>_<codegen hash>_f<flavor>/<STEM>_<crc>,
  ABI + codegen-hash gated load, callback fill, and a blocking build via
  overlay_toolchain/bios_module_build.py (gcc via compiler.txt or PATH,
  else tcc), then psx_bios_register().
- psx_bios_backend.c: the registry is now a mutable table seeded from the
  CMake-generated psx_bios_builtin_registry by a constructor, with
  psx_bios_register(); every existing walker keeps working.
- main.cpp: validate_bios_for_launch acquires a module (announcing a first
  build) before declaring a mismatch; discovery accepts a buildable dump;
  the launcher verify reports it usable ("ready" / "compiled on first
  launch") with no Generate & rebuild; the BIOS row shows whenever the
  toolchain is present; bundled_only respects module support.
- emitter: the CPS-marker constructor is not emitted in a module build.
- overlay_api.h: OverlayCallbacks gains a struct tag;
  overlay_loader_callbacks() exposes the host table before loader init.
- tools/bios_module_build.py (ships in the toolchain): identity + profile
  SHA-256 gate, staged emitter tree, emit, three-TU compile, ctypes
  self-check, atomic publish. release_stage.py stages psxrecomp-bios, every
  bios/*.toml, the seeds and the builder into overlay_toolchain/.
- Tests: runtime/tests/test_bios_module_host.c against three fake modules
  (good / wrong ABI / wrong hash) on real dlopen; recompiler/tests/
  test_bios_module_build.py builds the bundled OpenBIOS end to end and reads
  the descriptor back; guards extended.

Verified on Twisted Metal 4 (bundled build + staged toolchain, headless):
first launch with --bios SCPH1001.BIN builds and loads the module and boots
on image=SCPH-1001; the second launch loads it from cache.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 19:26:29 -04:00
Matthew Stanley e63a23b74c Merge latest master for segment E; preserve completed IsC accuracy notes 2026-09-30 15:06:59 -07:00
Matthew Stanley 4717aacd63 Merge latest master for segment D; retain both landed accuracy fixes 2026-09-30 15:05:40 -07:00
Matthew Stanley 913822f358 Merge latest master for segment C; retain IsC notes and bundled-release test 2026-09-30 15:04:16 -07:00
Matt Stanley 1b99be0b8e Merge pull request #436 from RetroPortingToolKit/refactor/emitter-runtime-pc
Segment-aware code B: route every baked guest PC through runtime_pc()
2026-09-30 15:02:46 -07:00
Matthew Stanley 6534b3ddad Merge latest master for segment design; preserve landed IsC and segment notes 2026-09-30 15:02:17 -07:00
Matthew Stanley 50e292748b tests: keep synthetic DLL loader failures noninteractive on Windows 2026-09-30 14:07:37 -07:00
Matthew Stanley f77e7a570c test: read generated overlay C fixtures byte-preservingly 2026-09-30 13:00:11 -07:00
Alexandros Mandravillis 5ef2bf04fd launcher: save paths inside the game folder relative to it
settings.toml [bios]/[disc]/[memcard] and the disc.cfg / bios.cfg
sidecars were written as absolute paths. A portable game folder therefore
broke once it was moved or copied to another PC: the launcher asked for
the disc and BIOS again, and saves were not found.

Paths inside the folder that holds settings.toml (the exe directory) are
now written relative to it. Paths outside it (another drive, a network
share) stay absolute. Readers already resolve relative paths against the
exe directory (previous commit), so the folder works wherever it lands.

portable_settings_paths_test checks that a path inside the settings folder
is written relative, a path outside stays absolute, and the relative form
reads back unchanged.
2026-09-30 22:26:00 +03:00
Matthew Stanley 071847abf8 Preserve mod completion context across nested native calls and vblank 2026-09-30 09:39:30 -07:00