Commit Graph

18 Commits

Author SHA1 Message Date
Alexandros Mandravillis cc20e61753 cmake: add a macos osxcross toolchain file
Cross-build game products for macOS from a Linux host with osxcross,
next to the existing Linux-to-Windows MinGW toolchain file.

- PSX_DARWIN_ARCH selects x86_64 (default) or arm64.
- OSXCROSS_ROOT points at the osxcross target directory. It falls back to
  $OSXCROSS_ROOT, then to the osxcross-conf on PATH.
- CMAKE_OSX_DEPLOYMENT_TARGET defaults to 11.0.
- ld64 is named with --ld-path, so the build does not depend on
  osxcross/bin being on PATH.
- The host's pkg-config files are hidden from the Darwin build.

Documented in docs/BUILDING.md and docs/ci/README.md.
2026-10-01 09:25:26 +03:00
Alex Vanderveen 11df3be1ff tools: migrate_bundled_release.py moves an existing title onto bundled releases
One pass per title: bump psxrecomp/recomp-ui to a ref that carries
docs/ci/templates/game-release.yml and the committed BIOS backends (refused
otherwise), un-ignore generated/, ensure [runtime] overlay_cache = true, emit
scripts/package_release.sh (retiring package_setup_release.sh) and
release.yml from the pinned template, rebuild emitters + regenerate the game
C from the title's disc, refresh framework_pins.txt, run check_boot_exe and
check_generated, commit; --push optional, --dry-run writes nothing.

The operation lives in project_studio/migrate_bundled.py; the tools/ script,
`git migrate-bundled` and `git bulk-migrate-bundled` (map_repos, per-repo
streaming) are its faces. Exercised end to end on a scratch copy of
Bomberman Party Edition (48 generated files committed, zip prefix kept,
generate_ci --check current).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 21:15:57 -04:00
Alex Vanderveen f180a32ec1 bios: commit the OpenBIOS and SCPH-1001 backends; releases link both
Decision (Alex, 2026-09-30): the recompiled BIOS carries the same risk as
the recompiled game, which titles already commit, so the retail backend is
compiled in rather than built on the player's machine. The retail image is
still never shipped: the runtime needs its data at run time and accepts only
the exact image the backend was built from, so the player supplies their
own dump as before.

- generated/{OpenBIOS,SCPH1001}_{full,dispatch}.c and their .emitter.sha
  stamps are tracked (.gitignore un-ignores exactly those); regenerated with
  the current emitter.
- bios_emitter_fingerprint.sh no longer hashes the ROM image: the profile's
  SHA-256 pin stands for it and the emitter refuses any other image, and CI
  has no dump, so hashing it made every CI configure read "stale".
- runtime.cmake: the staleness check covers every LINKED stem and
  -DPSXRECOMP_BIOS_STALE_FATAL=ON makes a stale stamp fail configure.
- game-release.yml: no CI-side OpenBIOS emission (generate_openbios.sh is
  gone); configure with BIOS_STALE_FATAL and assert both backends linked.
  check_generated.sh asserts the submodule carries both backends tracked
  and no dump is tracked anywhere.
- The player-side module build stays for a known image a build does not
  link (SCPH-5552).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 20:27:41 -04:00
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
Alex Vanderveen 874df9b5bb release: ship bundled, compiled games from committed generated/ C
Retire the setup-host release model (CI wiped generated/ and shipped
emitters + sources + a wizard so every player regenerated and rebuilt the
title). Titles now commit generated/ and CI ships the compiled game.

- docs/ci/templates/game-release.yml replaces setup-release.yml: gate on
  committed game C (tools/ci/check_generated.sh), emit the OpenBIOS backend
  in CI (tools/ci/generate_openbios.sh), configure with
  PSXRECOMP_REQUIRE_GAME_C=ON and assert the full path was taken, package
  with tools/package_game_release.sh, verify the zip is a game not a kit.
- tools/package_game_release.sh: exe, assets, bundled OpenBIOS, configs, mod
  catalog + overlay toolchain via release_stage.py, notices; refuses sources,
  emitters, generated C, BIOS dumps. clear_generated.sh removed;
  package_setup_host.sh marked retired.
- Scaffold: gitignore templates track generated/, package_release.sh.in
  wrapper, setup_project.{sh,ps1} commit generated/ after Generate.
- Project Studio: audit flags ignored/untracked generated/, retail BIOS C
  and setup-host workflows; merge_gitignore un-ignores generated/; ops emit
  the bundled packager + workflow; generate_ci uses the new template.
- Docs: docs/ci/BUNDLED_RELEASES.md replaces HOST_ONLY_RELEASES.md.
- Tests: tools/tests/test_bundled_release_layout.py; fix pre-existing
  false positives in the packager-surface and overlay-static tests.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 17:11:14 -04:00
Alex Vanderveen 922e8c5a07 Rename the product from RetComM to Retro
The launcher and studio ship as Retro Launcher and Retro Studio now,
from the RetroPortingToolKit org, so the old product name is gone from
display text, documentation and release asset filenames.

The split is by case, and it is not cosmetic. CamelCase RetComM was
always the product; lowercase retcomm and RETCOMM_ are identifiers --
the C++ namespace, the binaries, the data directories, the CMake and
environment variables, the Cloudflare service names, the readme markers.
Renaming those would orphan existing installs for no benefit, so they
are untouched: 1101 lowercase retcomm and 205 RETCOMM_ still stand in
the launcher alone.

Four things are deliberately still spelled RetComM, and three of them
would have been real breakage:

- RetComM-Data is CamelCase but it is a directory on disk --
  <exe_dir>\RetComM-Data\{runtime,config,data} for a portable install.
  Renaming it strands every portable user's config, toolchains and
  catalog cache.

- TechnicallyComputers/RetComM-Launcher in readme_has_launcher() is the
  historical half of a both-slugs test. Renaming it makes it a duplicate
  of the line above and sends every port built before the transfer back
  to reporting its launcher section missing.

- _LEGACY_LAUNCHER_RE matched "^## RetComM Launcher". A sweep renamed it,
  which would have silently stopped it matching every README already out
  there; it now accepts both headings.

- The portable-stub lookup gained the pre-rename filenames back as
  fallbacks, because old zips stay on the releases page and a rollback
  downloads one.

Release assets become Retro-Launcher-* / Retro-Studio-*. That is safe
for installed clients: pick_launcher_asset() gates on *linux*/*windows*/
*macos* plus extension and arch, not on the product name, and the
Windows portable stub is identified by its RCM1 trailer rather than its
filename.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013DpaQqVguHFpBuCmdoFYWY
2026-09-09 17:32:19 -04:00
Alex Vanderveen 3d9930c5d3 release: Authenticode-sign Windows binaries when a certificate secret exists
Smart App Control blocks unsigned executables outright. The packager now
runs tools/ci/sign_windows.sh over the staged tree (host exe, DLLs,
emitters) with SHA-256 + RFC 3161 timestamp; no certificate in the
environment means a notice and an unsigned package as before, while a
configured certificate that fails to sign is fatal. The workflow template
passes WINDOWS_SIGN_PFX_BASE64 / WINDOWS_SIGN_PFX_PASSWORD to the package
step. Docs cover the secrets and the limit: the game exe the player builds
locally after Generate is unsigned by nature.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1dT6h1ZshMVUUVKTPxsCD
2026-09-06 03:31:38 -04:00
Alex Vanderveen 2207cd9a09 auto versioning CI releases 2026-08-11 22:05:20 -04:00
Alex Vanderveen 2c1942b569 project migration tools 2026-08-10 20:44:55 -04:00
Alex Vanderveen 272c843ba3 update CI workflow for fast update packages that reuse local c 2026-08-10 00:29:02 -04:00
Alex Vanderveen 2e3e7365db CI hardening 2026-08-07 16:13:55 -04:00
Alex Vanderveen 346e627f3e toolchain + CI + wizard hardening 2026-08-07 14:33:43 -04:00
Alex Vanderveen 4aa919a06f setup wizard hardening 2026-08-07 14:06:23 -04:00
Alex Vanderveen 6a62730141 CI hardening 2026-08-07 12:57:28 -04:00
Alex Vanderveen 03a187374c GH & CI patch automation 2026-08-07 03:25:11 -04:00
Alex Vanderveen bea16e3ad2 -DPSXRECOMP_ALLOW_NO_BIOS=ON 2026-08-07 03:24:34 -04:00
Alex Vanderveen 480fcad652 new build wizard 2026-08-07 01:43:04 -04:00
Alex Vanderveen 4ddd2d01b9 rollback patches 2026-08-01 14:13:58 -04:00