Conflict resolutions:
- boot_state.h: section-tag collision at 0x11 — master shipped BS_SEC_SIO1
there (all v5 states + dual-console switch blobs), so the branch's
BS_SEC_TEXPACK/BS_SEC_MODSET renumber to 0x12/0x13. PR-branch dev states
are the only casualty.
- boot_state.c: adopt the branch's backpatched true section count (placeholder
+ write_section_raw counter), which subsumes master's constant-minus-
exclusions arithmetic; keep master's section-exclude guards on CPU/RAM
writes and the branch's MODSET-first mod-plan guard.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The file header's section count was HARDCODED to 16, so ANY appended
section made the loader stop early and poisoned every later section - the
long-standing "adding a section breaks a later one" trap. BsOut now counts
sections and backpatches the header (file via fseek, memory in place).
New BS_SEC_MODSET rides FIRST: the resolved mod-plan fingerprint. A load
whose fingerprint differs from the running plan is refused before any state
is applied, with a message naming both plans - previously such loads
half-applied and died at a null PC. Old saves without the section still
load (best effort), matching the skip-unknown policy.
BS_SEC_TEXPACK (dormant since the count trap) is enabled: tracked-upload
rects+hashes persist, pixels rebuilt from restored VRAM and hash-verified,
so HD texture substitution survives savestate loads. Full save->load->run
roundtrip verified live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DEDUP: a re-upload of identical content at a DIFFERENT rect was deduped by
hash+size, keeping the stale rect -- origins computed from it were off by the
position drift. Dedup now requires the same position; the origin/src handed to
the renderer come from the live containing upload. NOTE: this did NOT cure the
strip vertical offset (top row cut, bottom duplicated) -- that symptom persists
on screen and its root cause is still unidentified. The change stands on its
own correctness, not as that fix.
SAVESTATE SECTION (BS_SEC_TEXPACK): written and applied correctly in isolation
(telemetry showed 1360 entries rebuilt from the state's own VRAM), but with the
section present the overall state load FAILS in a LATER section, cause not yet
isolated -- and old builds hard-reject unknown tags (`default: return 0`), so
the section also breaks backward compatibility. The boot_state wiring is
REVERTED; tex_pack_state_bytes/write/apply remain, dormant, for whoever picks
this up with the loader diagnosis. Until then: after loading a savestate,
textures the game does not re-upload stay low-res -- known limitation again.
The first-save defer fix verified working in passing: "deferring slot 4 -- no
safe resume PC (hint=0x00000000)" followed by a save at a real PC.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
it stops checking the entire PSX disc for full hash check every time the launcher runs, assuming the user's hash checked it when selecting the disc the first time and saving it to settings, so it just validates the file name and size instead, then it shares lifecycle with the launcher and the game to load the game faster, and several optimizations were made to loadstate paths which I think in the end relied on reanchoring host timings to the restored clock that came with the state
The tier mis-compiled and has been hard-gated off since 2026-06-25; overlay
gaps fall to gcc/tcc shards and the dirty-RAM interpreter, unchanged.
Re-do on master of the removal validated on the stale branch (6da8c02),
reconciled with everything master grew since the fork:
- Delete overlay_sljit.{c,h}, overlay_compile_worker.{c,h}, lib/sljit,
runtime/tests/sljit_*.c, and the runtime.cmake sources/include-dirs.
- Strip the sljit provider/backend from code_provider.{c,h},
overlay_backend.{c,h} ("sljit" in overlay_backend/PSX_OVERLAY_BACKEND now
degrades to auto so stale configs still boot), main.cpp, debug_server.c
(sljit_status/sljit_async/sljit_try TCP commands), overlay_loader.{c,h}
(live policy, JIT-on-miss, persisted-shard cache, async worker glue,
psx_sljit_call/cop2/memx host helpers — reachable only via the removed
cpu->sljit_helpers table), and cpu_state.h (SLJIT_HLP_* enum + the
sljit_helpers[] member; CPUState layout change reshards via the cg tag).
- Master-only entanglement resolved before deletion: 28165d6's Einhander WS
player-X bound emit existed in three paths (gcc code_generator, sljit,
dirty_ram_interp). The gcc shard link contract now forwards
psx_ws_player_x_bound (ABI v13, previous commit), so deleting the sljit
emit path loses no widescreen behavior; ffc6688's game-dispatch block
inside the dead psx_sljit_call helper goes with it.
- Reword comments that described sljit as a live backend (gpu.{c,h},
ws_*_detect.h, cosim_state.c, dirty_ram_interp.c, autocompile.h,
boot_state.h, config_loader.h, compile_overlays.py, and the CPS marker
comments the recompiler emits).
recompiler psxrecomp-game builds clean; game runtimes rebuilt + boot-verified
separately.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replaces the old incomplete RAM-only fast_boot snapshot with a COMPLETE
hardware save-state captured at the BIOS->game handoff. First launch (and the
first launch after any update) boots the real BIOS normally and captures the
full machine state at the game's PS-EXE entry_pc; every subsequent same-build
launch restores it and presents the game's first frame instantly.
This is not HLE: it persists the real hardware state a real BIOS run produced.
Format (boot_state.h v2): a sectioned file with an integrity key
(bios_checksum + entry_pc + PSX_OVERLAY_CODEGEN_HASH + ABI tag + codegen ver).
Any mismatch -> reject -> normal boot + recapture, so a user/app update can
never silently load a stale snapshot. Missing/short/unknown sections also reject
(no partial restore).
Complete capture (one section per subsystem), the fix for the old snapshot's
real bug (it left GPU/SPU/CD/DMA/SIO at reset while CPU/RAM assumed configured):
- CPU regs, 2 MB RAM, 1 KB scratchpad, IRQ (i_stat/i_mask), root timers, guest
cycle counter, dirty-RAM page bitmap (guest-written code pages).
- GPU: display/draw-area/offset/mask/texpage + GPUSTAT bits + GP0 command
machine + VRAM-transfer state; VRAM (1 MB) via the renderer-agnostic
gr_vram_transfer_out/in hooks (so it is correct on the GPU-authoritative GL
backend, where the FBO -- not gpu.c vram[] -- is truth, and the FBO re-upload
on restore happens for free).
- SPU: register file + 24 voice decode/ADSR state + latches + 512 KB SPU RAM.
- CD-ROM: full controller FSM (regs/IRQ-latch/FIFOs/seek/read/pending/queued +
XA decoder history + disc-speed model).
- DMA: channels[7] + dpcr/dicr + async-transfer state.
- SIO: registers + pad-config FSM + memcard FSM (incl. per-slot mc_slots[]) +
cycle-paced shifter/ACK scheduler.
Host-side/recompiler-derived state (overlay/sljit tables, code-provider) is NOT
serialized -- it re-initializes fresh on the normal startup path.
Per-subsystem accessors use an X-macro field list so bytes/write/read can never
drift. Runtime-only; no recompiler/codegen change, no regen. Reuses the
[runtime] fast_boot key (semantics upgraded; type unchanged).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
dispatch_stats TCP command: g_dispatch_static_hits incremented on every
binary-search hit in generated dispatch; exposed alongside miss_total and
miss_unique so static coverage ratio is measurable numerically.
fast_boot = true in [runtime]: first launch runs BIOS normally (logos
visible) and captures full system state at game handoff to
fast_boot_<bios_cksum>_<entry_pc>.bin adjacent to the BIOS. Every
subsequent launch restores the snapshot and dispatches directly to the
game entry PC — no BIOS execution, instant start.
Snapshot captures: CPU (gpr/hi/lo/cop0/gte), RAM (2 MB), scratchpad,
dirty-RAM bitmap, i_stat/i_mask, timer state. GPU/SPU/VRAM not included
(game reinitialises). Display-disabled vblanks now clear SDL to black so
the window never shows OS-background white during game crt0 setup.
Co-Authored-By: Claude Sonnet 4.6 (1M context) <noreply@anthropic.com>