Emitter side of the value-propagation engine (ENHANCEMENTS.md G1.10):
- recompiler/src/pgxp_hook_emitter.{h,cpp} (new, in the codegen-hash
surface): ONE hook grammar shared by BOTH emitters, wrapping loads/
stores/COP2 transfers and precision-carrying ALU ops (moves, add/sub,
or-merge, shifts, LUI, HI/LO, muldiv) with PGXP_*() macros. Clobberable
sources are captured into locals before the statement. Precision-
destroying ops (AND/XOR/SLT/...) are deliberately unhooked - validate-
on-read drops their stale shadows for free.
- code_generator.cpp: central append in translate_instruction; LWC2/SWC2
emissions capture the RAW loaded/stored word (a masked GTE register
write must validate against the word as loaded).
- strict_translator.cpp: translate() wraps translate_impl()'s c_code with
the shared grammar; deferred load-delay variants hook the psx_ldd temp.
- BIOS regenerated, fingerprints verified CHANGED (SCPH1001 + OpenBIOS;
42.6k/12.2k macro sites). Base runtime + 33/33 tests green against it.
- Gating: macros expand only under -DPSX_PGXP=1. runtime.cmake grows a
PGXP option on psxrecomp_add_runtime_target (defines PSX_PGXP=1 +
PSX_OVERLAY_FLAVOR=2, _pgxp exe suffix) and PSX_PGXP_VARIANT to build
the sibling target from the same generated tree (framework runtime +
game wrapper). No ABI version bump needed: the appended PGXPHooks
table is NULL-tolerant and the flavor half of the ABI tag rejects any
host/DLL flavor mix.
- Shard caches: flavor folded into the cache tag (cg<V>_<hash>_gc<hash>
_f<flavor>) in overlay_loader.c + compile_overlays.py so base and pgxp
caches never share a directory; compile_overlays.py passes
-DPSX_PGXP=1 when flavor bit 2 is set; overlay preamble forwards
psx_pgxp_* through the table. PSX_OVERLAY_CODEGEN_VER 9 -> 10.
- Env overrides PSX_GEOMETRY_CORRECTION / PSX_PERSPECTIVE_TEXTURING /
PSX_PGXP_CPU_MODE (validation path: free-running headless boots arm
from the first vertex); census grew produced/swc2_stores and the pgxp
verb reports suppress/active gate state.
Validated: PSXRecomp_pgxp.exe boots the recompiled BIOS with hooks armed
(engine active, per-vertex lookups flowing; the BIOS shell has no RTPS
content so produced=0 there is correct - coverage measurement moves to a
3D title in phase 3).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Keep recomp-net at occupied_mask (d65918f); master's pin was an ancestor.
Brings in rewind/save-state controls from master.
Co-authored-by: Cursor <cursoragent@cursor.com>
Wire lib/retcomm-rbengine beside recomp-net and replace MotK in-tree sched,
hash_confirm, input hist, snap ring, and rb_post with thin PSX shims so the
ecosystem can share invent/pacing policy outside each title facade.
Co-authored-by: Cursor <cursoragent@cursor.com>
Pass generated shard paths via a SOURCES_FILE so cmake -P is not killed by
CreateProcess's ~8191-char limit, and keep has_bios on for OpenBIOS-only
setup SDKs so the first-run wizard still offers SCPH1001.
Co-authored-by: Cursor <cursoragent@cursor.com>
083959df added runtime/src/nd_intro_ot.c + nd_intro_ot.h, and 02b08dae /
later commits call psx_nd_note_wood_batch_ot(), psx_nd_wood_batch_ot(),
psx_nd_note_sibling_ot_hint() and psx_nd_sibling_ot_hint() from gte.cpp and
debug_server.c. runtime.cmake keeps an explicit source list (no globbing), so
the TU was never compiled and every link failed with undefined references.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
copy_directory merges, so a mod package deleted from source survived in the
build output indefinitely -- it kept showing on the Mods page and inflated
the release packagers' catalog assertions (Tomba 2 found 7 manifests where 5
exist). Remove the staged tree first; this runs before the game's own
POST_BUILD copy, so game and framework catalogs both land on a clean slate.
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>
Keep local codegen/FMV cutover/zlib host work while taking upstream
tests, FPS telemetry, and mod-provider wiring.
Co-authored-by: Cursor <cursoragent@cursor.com>
Extract the useful diagnostic from PR #13 into an opt-in, title-agnostic boot
write-range trace with TCP-queryable context.
Co-authored-by: NyperYuhgard <93950153+NyperYuhgard@users.noreply.github.com>