psx_mod_allow_direct_shortcut(PSX_MOD_SHORTCUT_*) lets a host shortcut
bound to one controller button act on that button alone. Without it a
one-button binding means Select + button, like the legacy encoding, so a
title can default to a one-button binding safely whether or not its mod is
enabled. While allowed (Rewind: while Rewind is enabled) the runtime claims
the host button: it never reaches P1's guest pad, and a claim made while it
is held lasts until release. Allowances clear at every mod session start.
Multi-button bindings behave as before.
game.toml [controller] direct_shortcut / direct_shortcut_button lets the
title default that shortcut to one button and tells the launcher to capture
it as one button (RECOMP_LAUNCHER_HAS_DIRECT_ASSIST_BIND). No title id is
checked anywhere.
Debug: set_input {"layer":"host", buttons, lx..ry, lt, rt} arms a
virtual P1 gamepad that feeds stage 1 of the offline input path (so sources,
title transforms and trigger values see it) and shortcut polling. A plain
set_input override still wins. Headless runs with the layer armed resolve
P1 through the same path and poll Rewind and the fast-forward latch; the
Rewind pause loop keeps the debug endpoint live and runs without a window.
Binding semantics and the claim latch are pure (psx_hotkey_pad.h) and
covered by psx_hotkey_pad_test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A digital presentation folds the sticks onto the D-pad and centres them,
so a transform on a digital player (the default for many titles) never
saw the stick. The transform decides what the guest sees, so for a
digital stage-1 pad with no controller source its frame is now the host
pad: real sticks and buttons without the stick->D-pad fold, type still
DIGITAL (new PadExtHooks.host_pad, capture_pad_slot_view). The output is
pre-filled with the stock pad and a decline delivers it, so pass-through
stays the stock folded digital bytes (mod_pad_transform_run takes the
stock pad). Analog pads, sources and guarded frames are unchanged.
Tests: pad_external_input_test (digital player: frame has the real lx and
unfolded buttons, decline and pass-through deliver the stock digital
bytes, no host-pad query for analog / guarded / source ports),
mod_pad_transform_test (decline returns the stock pad, output pre-filled
from it).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
psx_mod_set_pad_transform(player, &PSXModPadTransform) registers stage 2b
of pad_external_input: after the physical pad and any controller source,
before the mouse policy. The transform sees the resolved pad plus the
port's host extras (gamepad present, LT/RT 0..255 from SDL, unthresholded)
and may rewrite buttons, sticks and the presented controller type, e.g. a
NeGcon whose I/II come from the triggers. Output is pre-filled as a
pass-through, validated (struct size, ranges, type within allowed_types)
and replaced by neutral when invalid; detaching or a mod/session reset
owes one neutral release frame. initial_type sets the boot/hotplug type.
The resolver stays pure: host extras arrive through a new capture hook and
the transform through another, both covered in pad_external_input_test.
Under the input guard the transform runs on zero triggers and its output
is neutralized. A NeGcon result resets the mouse policy rather than letting
it overwrite the I/II bytes. Offline only: netplay, resim, selfcheck replay
and plain debug overrides never reach it.
With no transform registered every pad is bit-identical to before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mouse policy now folds onto the resolved pad (source included) instead of a discarded capture; no-policy path does no mouse polling.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Override skips guest-formula PGXP shadows; composition with fov_scale tested and documented.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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.
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>
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.