Commit Graph

36 Commits

Author SHA1 Message Date
Matthew Stanley 2c92ac3ff1 Restore native POSIX setup tools and platform release validation 2026-10-17 14:17:16 -07:00
Matthew Stanley fa83aeb064 Fix Windows scaffold: BOM-less writes, native Python, configuring cmake for builds
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:30:47 -07:00
Matthew Stanley 495549c20d CLI: build emitters incrementally whenever framework sources are present
A staged binary could predate a moved submodule and emit code for the old framework silently.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 10:36:15 -07:00
Matthew Stanley b8d1dbc502 cli: let --cmake-extra override rebuild's forced PSX_DEBUG_TOOLS=OFF
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:52:46 -07:00
Matthew Stanley 3c3d61e2d4 cli: clamp_future_mtimes crashes on Windows (no lutimes)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:44:12 -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
Alex Vanderveen 61aa87f04c cli: prefer the project's build-recompiler emitters over the framework's build dir
A stale psxrecomp/recompiler/build/psxrecomp-game from August shadowed the
build-recompiler tree built from the pinned submodule, so generate emitted
a dispatch calling psx_ram_canon_code_addr, which the pinned runtime had
removed; the bundled release failed at link on every platform. The
project's emitter tree is what CI and the scaffold build, so it wins, and
the resolved paths are logged.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 17:21:25 -04:00
Shokunin d67f0f9396 recompiler: compile a KUSEG-linked EXE for its link segment; exact dispatch
A PS-X EXE header may carry KUSEG addresses (Alien Resurrection SLUS-00633,
Kula World SCES-01000); the BIOS then runs the program at KUSEG PCs, so its
links, EPCs and I-cache tags are KUSEG. The parser folded such a header to
KSEG0, so the whole program compiled for a segment it never runs in, and
the dispatch lookup matched any segment by physical address
(docs/SEGMENT_AWARE_CODE.md §3.2, §5.3, §5.5).

- EXE parser: keeps the header's addresses. link_segment() is the load
  address's segment; the load address and entry must share it and lie in
  the 8 MiB RAM window of KUSEG, KSEG0 or KSEG1 (KSEG1 compiles as an
  uncached home segment). phys_load_address()/contains_phys() do byte
  addressing; the BSS overlap check and the text_size bound are physical.
- function_analysis: the three JAL scans take the target's top bits from
  the delay slot's PC instead of assuming KSEG0 (unchanged for KSEG0).
- Seeds are range-checked by physical address. A seed in the link segment
  is an entry (0x000100E4 was silently dropped before). A seed for the same
  bytes in another segment asks for a segment variant (§5.4): it is listed
  in a WARNING, never folded into the home body. Seeds outside the image are
  counted. The producer_range, cross_call_allow and hosted_interior
  directives have no variant form: a foreign spelling is refused with the
  link-segment one instead of a bare "invalid" error.
- Config code sites that are matched exactly (widescreen and cull sites,
  mod hooks, hot/data-shard funcs, the VSync-query function and its
  event-horizon return PCs, persisted options) and name the image's bytes
  in another segment are refused with the spelling that matches, since they
  would now match nothing. Kinds matched by physical address (byte patches,
  the full-word-guarded cull keep/angle/aspect-cone and signed-X-bound
  sites, dome call sites) reach the same bytes in any spelling and are not
  refused. Overlay compiles are exempt until PR E.
- tools/collect_game_misses.py wrote every dirty-RAM miss as a KSEG0 seed,
  which a KUSEG-linked image now reports instead of compiling. It writes
  them in the link segment (--segment, --game-toml, or a segmented text
  range; it refuses to guess from a physical one) and adds the
  segment_misses rows at their full PC.
- Dispatch source moves to game_dispatch_emitter.cpp. The lookup indexes
  the physical word, then requires row.addr == addr; a second row for one
  word is an error until variants share the table. psx_game_address_in_text
  stays physical, so a segment miss takes the clean-text-miss path (the
  previous commit records it).

For a KSEG0 title the game C is byte-identical; its dispatch file changes
only in psx_game_find_entry (the exact-PC compare) and its comment.

Tests:
- segment_aware_codegen closes link-segment, fetch-tag-segment,
  irq-resume-segment, resume-pc-segment, store-pc-segment,
  home-seed-accepted, alias-fetch-coherence and segment-miss; they stay as
  regression guards, and resume-pc-segment now also checks the dispatch
  rows' keys and resume PCs.
- kuseg_dispatch_lookup: KUSEG rows, names and baked PCs; aliases miss while
  text stays physical; variant seeds reported; a function reached only by
  jal and a SaveState-style continuation are discovered in a KUSEG image
  (kills the two discovery scans reverted to KSEG0; the third, the
  invalid-JAL data heuristic, reads the same bits either way); mixed-segment
  headers rejected; a KSEG1 image charged per instruction; foreign config
  sites refused; the RAM-mirror contract as before.
- kuseg_dispatch_lookup also compiles the lookup's binary-search form (a
  table spanning 2 MiB or more) and queries every segment's alias of each
  row; refuses a KSEG0 event-horizon site and KSEG0 seeds directives with
  their KUSEG spelling; accepts a KSEG0 signed_x_bound site and applies it.
- emitter_runtime_pc_test: the dispatch rows follow runtime_pc() and keep
  the compile identity in func_ names (kills B's two surviving mutants: 76
  and 12 failing checks); two rows on one physical word are an error.
- collect_game_misses (new, tools/tests): link-segment seeds from each
  source, segment misses at their full PC, no guessing, no duplicates,
  against a fake server using the runtime's own summary row format.
- reachable_discovery_test: the parser keeps KUSEG, accepts KSEG1, rejects
  mixed segments and non-RAM load addresses.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:57:34 -07:00
Matthew Stanley bc5ec35998 cli: generate builds the static overlay shard an AOT profile declares
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 10:28:14 -07:00
Matt Stanley 2697a78846 Merge pull request #376 from Alexbeav/up/toolchain-staging
cli: stage the overlay toolchain beside every built product
2026-09-17 14:10:42 -05:00
Alexandros Mandravillis c10bad2ebb cli: stage the overlay toolchain beside every built product
No setup package ever staged one, so overlay_cache = true alone left every
streamed overlay on the interpreter. rebuild now stages the pinned Python,
tcc, this pin's recompiler, headers and the build's codegen hash beside the
normal and diagnostic products, and writes compiler.txt naming the compiler
the wizard already has; the runtime treats that as a gcc-tier compiler, so a
player with nothing on PATH gets -O2 shards. Verified on the NCII kit: gcc
tier reported and four shards built with no compiler on PATH.

(cherry picked from commit 03865e10f6ee198d58c47c74526df5db46bb35a9)
2026-09-16 19:59:17 +03:00
Alexandros Mandravillis d17676a5c7 setup: read .chd through libchdr in the Python disc tools
The runtime mounts a .chd natively and the launcher lists it in the disc
picker, so a player could select one and see a valid disc identity, then have
first-run setup fail: verify-disc, prepare_disc.py and probe_disc.py hash and
parse raw 2352-byte track data, which a CHD stores compressed. Nothing on the
Python side could read it, and telling players to install MAME for chdman is
not an answer.

libchdr is already vendored and compiled for the runtime and the native media
CLI. Build it once more as a shared library in recompiler/ (CMake target chdr,
output next to the emitters, static CRT on Windows so a plain python.exe can
load it) and read the CHD from Python through ctypes. tools/psx_chd.py mirrors
the layout the runtime's iso_reader.cpp uses -- 2448-byte frames, 4-frame
track padding, stored versus virtual pregaps, big-endian audio -- and
reproduces the .bin files a Redump dump of the same disc contains, in either
of Redump's two layouts (one bin per track, or one bin for the disc).

verify-disc hashes those reconstructed track bytes against [prepare_disc]
instead of the container. prepare_disc.py writes the tracks into out_dir in
whichever layout the recorded digests match and then continues down its
normal cue path, so the data track is written once, SBI companions are looked
up next to the CHD, and the receipt names the CHD the player chose.
probe_disc.py extracts to a scratch directory and probes the cue. The CLI
builds target chdr on demand for a kit whose emitters predate it, and falls
back to the extract-it-first message when it cannot.

Verified against two discs from a Redump library converted with chdman: a
single-track MODE2 disc and a four-track disc with stored audio pregaps both
reproduce their catalogued track-1 size, MD5 and SHA-1 exactly; verify-disc
and prepare_disc.py accept the four-track one end to end. Tests build a
synthetic uncompressed v5 CHD around a cooked ISO image, so no retail data is
needed; the decode tests skip with a reason when no libchdr is built.
2026-09-16 11:49:59 +03:00
Matthew Stanley 9550b3e579 Merge BIOS setup-host PR #343 for combined validation 2026-09-11 22:53:05 -07:00
Matthew Stanley 62ca12bd31 Flush PGO profiles through clean runtime exit 2026-09-10 21:40:06 -07:00
Alexandros Mandravillis c2f9c3d59a setup: detect any recompiled BIOS stem and stop the first-run setup loop
Focused port of the fork's fix/setup-host-bios-deadlock feature (10 commits) onto current upstream master, per the 2026-09-10 decision to port rather than rebase (the fork line and upstream share no merge base).

Content: the codegen host accepts any recompiled BIOS stem instead of only OpenBIOS/SCPH1001 (psx_bios_known_images.h); the runtime checks the setup host before validating a chosen BIOS and the first-run loop breaker reports a cause-specific reason; the CLI decodes subprocess output as UTF-8; --setup-selfcheck verifies a headless setup; the rbengine preflight names the recursive init. Two port conflicts resolved: the new CTest registrations in recompiler/CMakeLists.txt are kept (the names exist only in this change), and runtime.cmake takes the new recomp-ui guidance text. Cubic P3 finding fixed: the sibling PSX_NETPLAY FATAL_ERROR now also names --recursive.

Evidence: python syntax checks pass for psxrecomp_cli.py and the new tests; runtime/tests/test_codegen_host_bios_stems.py runs or skips only on a missing RECOMP_UI_ROOT. No full runtime build or retail route is claimed here. Developed with AI assistance (Cline, 2026-09-10).
2026-09-11 01:26:22 +03:00
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
Alexandros Mandravillis 1c60d340dc Preserve and verify SBI companions during disc setup 2026-09-05 20:51:14 +03:00
Alex Vanderveen 5b197d45df self-build: fail loudly on marker skew instead of looping generate+build
A boot-exe name skew between game.toml, codegen_setup.c's
gen_marker_relpath, and CMakeLists' GEN_MARKER used to loop the setup
wizard forever with every stage green: generate accepted any
*_dispatch.c and reported ok, the rebuild silently produced another
setup host (REQUIRE_GAME_C defaults OFF and nothing set it), and the
Windows deferred helper relaunched it straight back into first-run
setup. Reported by self-build users on ports whose three baked
@BOOT_EXE@ copies disagree.

Make each stage assert what the next one gates on:

- cmd_rebuild now configures with -DPSXRECOMP_REQUIRE_GAME_C=ON and the
  canonical -DPSXRECOMP_FORCE_SETUP_HOST=OFF (the legacy BPE_ alias only
  maps ON). Defaults precede --cmake-extra so a deliberate override
  still wins via cmake's last-one-wins.
- generate errors when the produced dispatch name differs from the
  expected marker, naming both; the setup host passes
  --gen-marker <basename of gen_marker_relpath> so generate checks the
  exact name the launcher and CMake will later demand.
- The Windows deferred helper re-resolves the exe from
  psxrecomp_exe_name-<target>.txt after the build (the pre-build guess
  goes stale on a title rename) and verifies marker + exe exist before
  relaunching, pausing with a report-to-maintainer message otherwise.
  Relaunch/heal and both failure gates exercised under Wine cmd.

Multi-disc titles keep a single boot EXE (update_disc_set.py only
maintains discs/disc_serials), so the strict name check is safe there.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KfPHUBEYiSCwaGiwRc8ea7
2026-09-01 10:43:44 -04:00
Alex Vanderveen cc448e20a1 build: let CMake own the runtime executable name
The runtime's filename was derived three times from three copies of the same
window title. runtime.cmake sets OUTPUT_NAME from
MAKE_C_IDENTIFIER(WINDOW_TITLE); psxrecomp_cli.py rebuilt it from --exe-name;
and the in-runtime self-compiler rebuilt it again from
codegen_setup.exe_basename. The rule is identical in all three, so they agree
right up until a game is renamed and only one copy is refreshed. After that the
build links <new>.exe while both consumers look for <old>.exe, and the failure
is reported as

    build succeeded but binary missing: ...\<old>.exe
    Build failed. Fix the errors above, then rebuild manually.

on a build that had no errors at all, with the executable sitting in the build
directory under the name CMake chose. Seen on Revelations: Persona, where CMake
emitted Revelations__Persona_Recompiled.exe and the setup host wanted
Revelations_Persona__Recompiled.exe — same algorithm, colon in a different
place in each side's copy of the title.

runtime.cmake now writes the OUTPUT_NAME it actually set to
<build-dir>/psxrecomp_exe_name-<target>.txt, and both consumers prefer that
over their own derivation. Written at configure time with file(WRITE) rather
than file(GENERATE): _psxrt_exe_name is a plain variable carrying no generator
expression and does not vary per configuration, so one fixed filename is
correct on multi-config generators too. The marker holds the name only, never a
path — the consumers already know their build directory and only ever got the
basename wrong.

A build tree without the marker still falls back to exe_basename, so older
trees and foreign build directories behave exactly as before.

The error messages were misleading in both directions and are now specific: a
name disagreement says the build succeeded and names both sides, while a
genuinely absent binary lists the executables that are present. The PGO
training path resolved the binary the same guessing way and now shares the
resolver.

Adds test_runtime_exe_name.py, which pins all four behaviours against the real
Revelations: Persona names, and relaxes the GAME_PROJECT_SETUP.md note that
previously just warned people to keep the two values in sync by hand.

Verified: the resolver against a real Ninja build tree whose OUTPUT_NAME and
marker were produced by the same two lines runtime.cmake uses, including the
exact stale-name case that failed in the wild; test_cli_project_packaging still
passes; the self-compiler change compiles clean. The runtime.cmake edit itself
was exercised in an isolated reproduction rather than a full runtime configure
— this checkout has no BIOS dump or generated game C to build one.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017AwqKPQFnK3x7xQbK4PQKj
2026-08-28 23:48:56 -04:00
Alex Vanderveen eefa4a9efd fix: SteamOS self-build — wire pack sysroot into CMake, surface CLI failure lines
Stock SteamOS (Steam Deck) has no /usr/include and no GL dev symlinks, so
the wizard rebuild died at recomp-ui's find_package(OpenGL REQUIRED) with
"Could NOT find OpenGL (missing: OPENGL_INCLUDE_DIR)" — reported to the
user only as "psxrecomp rebuild failed (exit 1)" (recomp-ui issue #34).
The cmake-clang-v1 >=1.0.14 pack already bundles a jammy sysroot with GL
headers and a legacy libGL.so stub, but only clang.cfg used it; CMake's
find_* still searched the host.

- psxrecomp_cli: when the active pack carries sysroot/usr/include (Linux),
  pass -DCMAKE_SYSROOT=<pack>/sysroot -DOpenGL_GL_PREFERENCE=LEGACY to both
  the game and the emitters configure. LEGACY is required: the sysroot has
  legacy libGL.so + GL/gl.h but no GLVND dev files (glx.h/libOpenGL.so/
  libGLX.so), so the GLVND path cannot complete and OpenGL::GL would never
  be created. Skipped when the caller already sets CMAKE_SYSROOT.
- codegen host: run_cli_posix/run_cli_win now route the child's stderr
  into the progress pipe and keep a last-lines capture (CliTail); on
  failure err_msg carries the most recent error-looking line — JSON
  progress rows contribute their message, raw rows (compiler output,
  Python tracebacks) contribute as-is. Exit-3 disc-verify text unchanged.

Verified against a stock-SteamOS simulation (bwrap: tmpfs over
/usr/include, GL dev symlinks removed) using the shipped v1.0.14 pack:
configure previously failed exactly as on the Deck; with the sysroot args
FindOpenGL resolves from the pack, the build links, and the binary runs.
CliTail paths exercised with real compact-JSON rows and raw stderr.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vc7zPEnfUFMhMtJzUEruyb
(cherry picked from commit 0bb45442f8)
2026-08-25 10:31:16 -07:00
Alex Vanderveen 34059835c1 project_studio: newproject flow, retcomm-studio naming consistency, CLI updates
Slice 3 of the feat/rbengine-bak split. Scaffolding / CLI only:

- project_studio: newproject.py + readme_metrics.py, cli/ops/plan/detect/
  models/naming/bulkops updates — project naming consistent with
  retcomm-studio, bulk operations across game repos
- psxrecomp_cli.py: generate/rebuild/verify flow updates the studio and
  RetComM drive headlessly
- new_project_layout: template + fill_tokens/fetch_boxart/setup_project
  updates (incl. raid-discord.png template asset)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016mwbhSkoL66o8BSBuP6DiY
2026-08-25 00:44:19 -07:00
Alex Vanderveen 01d7ad8400 Quiet reserved-opcode WARNING spam during product Generate.
Dedupe emitter diagnostics to once-per-PC (PSXRECOMP_VERBOSE_RI_WARNINGS=1
for full), and collapse those lines in the CLI wizard log to a single summary
so setup Generate is not stalled by hundreds of data-as-code warnings.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-09 23:31:15 -04:00
Alex Vanderveen 408a45bc6e build emitters support for devs 2026-08-09 14:44:24 -04:00
Alex Vanderveen 5916177b45 bump 2026-08-09 13:55:06 -04:00
Alex Vanderveen 2917936f6d Heal broken toolchain caches during ensure / rebuild.
Probe cmake --version; if the cache or latest pointer is unusable, clear
the bad pointer and stamp, then re-download (or install from zip) so
Generate & rebuild can recover without manual cleanup.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-07 12:27:50 -04:00
Alex Vanderveen 384e9bdf68 fix: pass staged disc/BIOS to generate; skip redundant SCPH1001 regen.
Codegen host hands g_wizard_bios (or OpenBIOS clear) to the CLI with
--disc/--bios. CLI skips SCPH1001 emit when the backend already exists.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 09:06:31 -04:00
Alex Vanderveen 0948109653 bump ci and prepare CDDA multi bin/track disc 2026-08-03 05:57:29 -04:00
Alex Vanderveen d35024ef23 codegen toolchain shared dir with retcomm 2026-08-03 02:54:19 -04:00
Alex Vanderveen db24f79db5 toolchain patch windows 2026-08-01 14:09:49 -04:00
Alex Vanderveen f46bcaae85 windows toolchain patch 2026-08-01 10:36:07 -04:00
Alex Vanderveen 92c82adecc split toolchain from core game package 2026-08-01 01:03:44 -04:00
Alex Vanderveen defaf257d9 bundle final tools + self cleanup to save space 2026-07-31 21:39:03 -04:00
Alex Vanderveen d8e5c012e6 self-build patch 2026-07-31 21:11:07 -04:00
Alex Vanderveen a855361285 emitters for build tools 2026-07-31 20:10:31 -04:00
Alex Vanderveen aaa10e12f3 bump codegen docs and remove BIOS build requirement for CI 2026-07-31 18:00:04 -04:00
Alex Vanderveen 17c60e470d disc conversion and optimizations to generate+build flow 2026-07-31 17:22:45 -04:00