Adapt the 8 MB RAM work from the rbengine branch into a master-targeted change. The builtin package is disabled by default, activation requests expanded RAM before memory init, and runtime/state/digest/dispatch paths respect the live RAM map.
psx.enhancement.pgxp (game_id \"*\") in the builtin catalog: one Mods-page
toggle that arms sub-pixel vertex precision + perspective-correct
texturing with the user-validated defaults (tolerance clamp 0.5px), plus
a cpu-mode option. Default off = the faithful floor (G1.9). Fully
effective on PGXP-variant binaries; reduced-but-safe coverage elsewhere
(the always-emitted swc2 tier + interpreters, validate-on-read).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Loading acceleration is a property of the emulated hardware, not of any
particular disc, so having each title carry its own copy of the same two
manifests and plugins was duplication waiting to drift.
- target game_id "*" now matches every game. An empty target list still
matches nothing, so a malformed manifest fails loudly as before.
- mods/builtin/packages ships psx.enhancement.fast-loading and
psx.enhancement.cd-speed: independent host-pacing and CD-timing mods,
each a free integer multiplier (1..1024) plus a tickbox that uses
disabled_by to grey out the field it overrides.
- runtime/src/mod_builtin_speed.c registers both activation plugins.
- runtime.cmake stages mods/builtin into every game's output beside its own
catalog, before the game's own copy, so a title can still override an id.
Titles adopting these should delete their per-game copies; keeping both
would show two of each mod.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>