- lobby_list rows carry allow_spectators / max_spectators / spectator_count
(browser shows "No" or "1/4"), and every lobby_list carries a players
array: everyone on the hub with country, room and a short connection tag
so a client can pick out its own row without publishing whole ids.
- Spectator latency: the round-trip table was keyed by seat and bounds-
checked against its size, so gallery seats (numbered from 64) were always
dropped. Seats now map to table cells, player seats first.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1dT6h1ZshMVUUVKTPxsCD
- Host may sit in a spectator seat: session slot 0 stays the sim authority
with a muted pad and no port; slot->port map keeps players on the port of
their lobby seat (host first). Rematch path copies the same plan.
- Seat self-service on LAN (MOTK5 SEATMOVE / SWAPASK / SWAPANS / SWAPRES)
relayed by the host; online swap requests accept a gallery seat as target.
- Lobby chat ring + join/leave lines; country codes from the server.
- Keybinds: a key drives one input per player (binding S to Cross unbinds it
from Circle), and keybinds.ini is re-read after the rematch launcher too.
- LAN registry file anchored to the exe directory.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1dT6h1ZshMVUUVKTPxsCD
Seat 1 (P2) can bring its LOCAL slot-1 card to a match: it uploads the card
to the host at launch over the new recomp-net MEMCARD op, the host installs
it as the match's slot-2 card, and the usual card broadcast carries it to
everyone. The host's real slot-2 file is rebound to netplay/guest_card2.mcd
for the session and restored on shutdown; guests already sandbox both slots.
Lobby side: a per-seat memcard_offer on set_ready (has_card, share), a host
allow flag in match_caps, and guest_memcard_active settled ONCE by the host
at start and shipped with the launch, so a toggle racing the start cannot
split the room. LAN carries the same over MOTK5 UPDATE / MEMCARD / JOIN
tail / a trailing START line. PSX_NET_GUEST_MEMCARD=1 for CLI sessions;
a host waiting on a card that never comes stalls at a named phase
(mc_guest_wait), not a silent "ok".
Two latent guest-sandbox bugs fixed on the way: a disabled slot 2 had no
bound path, so a host blob carrying a card for it failed to import and the
guest stalled forever; and leaving the sandbox re-bound a disabled slot to
the sandbox file. Both slots are now bound in the sandbox and restored per
slot (memcard_rebind_path, which can also unbind).
Lobby chat: the client keeps a ring fed by the server's echo (op:chat);
LAN rooms relay through the host (MOTK5 CHATREQ guest->host, MOTK5 CHAT
host->everyone). Wired to the launcher's chat_send/chat_count/chat_get.
Also carries the spectator-seat work that was in the tree alongside this
(spectator seats in the lobby client, spectator_wire_slot in the launch).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1dT6h1ZshMVUUVKTPxsCD
Make a bare interpreted PC explainable from the session-long per_pc snapshot
alone. DirtyRamPcEntry gains occ_crc / occ_ok (the static overlay variant whose
code ranges span the PC, via a per-PC scan of the static-match cache, and
whether it validated at that moment) and last_ext_ra (gpr[31] at the most
recent external entry, i.e. the caller that reached this interior). Both are
stamped only on external entries -- arrivals from native dispatch, not interp
block chaining -- and emitted per row in dirty_ram_stats.per_pc as occ_crc,
occ_ok and ext_ra.
Reading the pair: occ_ok=1 is an interior gap inside live native code (an
alias seed fixes it); occ_ok=0 with a CRC means the spanning piece is resident
but CRC-missing, so it was compiled from another section's bytes or rewritten
at run time and no seed helps; 0 means nothing compiled spans the PC.
psx_overlay_resident_crc_at() records each static-match cache entry's code
span (lo_min/hi_max) so the scan is a range test; DLL-path titles fall back to
the loader's last residency hash. The debug-server reply buffer grows 32 -> 64
KiB for the wider rows; the tail reserve still cuts between rows.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
starvation_watchdog_check() sampled the clock before loading the heartbeat,
but the heartbeat is also stamped by the debug-server IO thread on every
send() chunk. A stamp landing between the two reads made last > now, the
uint64 subtraction wrapped past any threshold, and a healthy runtime exited
with code 2 (BoF3 2026-09-02: 402 us of real staleness tripped the 4 s
watchdog within ~2 min whenever the area poller was attached).
- Load the heartbeat first, decide through the new pure helper
starvation_watchdog_stale(), which refuses a negative gap by construction
(same shape as the frame_pacing_sleep_ms fix).
- Make s_last_heartbeat_us _Atomic with relaxed store/load.
- Tag the exit origin: "starvation_watchdog" on the trip, console_close /
console_ctrl_break / console_ctrl_c in the Win32 console handler, and
signal_sigint / signal_sigterm in the soft-exit handler. These all used
to reach psx_atexit_handler as atexit/unknown, indistinguishable from an
SDL window close.
- Add starvation_watchdog_test (ctest) pinning the decision function.
Verified on BoF3 build-dbg: 10 min soak with the poller polling at 1 s and
the watchdog enabled at its 4 s default, no dump, process alive; forced
trip with PSX_STARVATION_TIMEOUT_US=1000 fires and the run report reads
exit_origin "starvation_watchdog".
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Turbo (Tab / [hotkeys] fast_forward_pad) is hold-to-run only. Add a
press-to-latch twin that feeds the same manual fast-forward block:
- host_keymap: HOST_KEYMAP_TURBO_TOGGLE, [KeyMap] TurboToggle, default F9.
- main.cpp: g_manual_turbo_latched flipped by the key edge or by a fourth
host shortcut, PSX_ASSIST_BIND_FAST_FORWARD_TOGGLE ("Fast-forward
toggle", [hotkeys] fast_forward_toggle_pad, unbound by default), polled
next to Rewind / Save states through hotkey_pad_binding_down(). OSD shows
"Fast forward: Nx (locked)" / "Fast forward: off". Threaded through every
settings hop (settings.toml -> globals -> launcher seed -> LauncherSettings
-> back), mirroring fast_forward_pad.
- config_loader: [hotkeys] fast_forward_toggle_pad read/write.
- README: describe the toggle and state that a single-button / trigger host
shortcut is an implicit chord with Select (hotkey_pad_binding_down), which
the launcher now labels as "select + ..." (recomp-ui companion change).
- test_rewind_toggle_combo.py guards the new sites.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Add passive DMA2 ordering-table counters to dma_state so long or aborted linked-list walks are visible without relying on screenshots. The counters track starts, duplicate starts dropped while a walk is active, completions, cancels, last/max walk size and cycle cost, CHCR poll counts, the initiator PC, and the last eight cancel records.
This intentionally does not port PR #302's superseded walker changes or the PSX_GPU_LL_SYNC diagnostic lever; PR #304 remains the timing implementation.
Co-authored-by: Kevin Kline <9866117+kerokline@users.noreply.github.com>
The repository root carried seven markdown files that were not onboarding
material, plus two that had been superseded by the code they described. This
sorts them: reader-facing docs to docs/, working notes to docs/internal/, and
the two superseded ones merged into the docs that replaced them.
Moved to docs/: WIDESCREEN.md, ENHANCEMENTS.md, TCP_COMMANDS.md
Moved to docs/internal/: PRINCIPLES.md, ISSUES.md, DEBUG.md, GTE_LM_FIX.md,
and from docs/: bios-hardening.md, overlay-status.md,
overlay-plan.md, overlay-recompilation-design.md,
overlay-discovery.md, TOMBA2_EXC_CONSULT_RESPONSE.md,
CASE_A_AOT_GAP.md, audit_inventory.md
Moved to docs/internal/upstream/: UPSTREAM_2026-08-20.md
The root keeps only what belongs there: README.md, CONTRIBUTING.md, LICENSE,
CLAUDE.md, THIRD_PARTY_ATTRIBUTION.md, RELEASE_NOTES.md, the dotfiles and
psxrecomp_cli.py.
MERGES
SPLITGEN_MIGRATION.md folded into docs/BUILDING.md as "Split generated C". Its
migration instructions were stale in a way that mattered: it told every game
repo to hand-edit its CMakeLists and add a file(GLOB ...) over
<serial>_full*.c, but runtime/runtime.cmake now does that itself. GEN_FULL_GLOB
is a multi-value argument of psxrecomp_add_game_runtime(); the loop at
runtime.cmake:1985 makes each pattern absolute against CMAKE_CURRENT_SOURCE_DIR,
expands it with file(GLOB), and concatenates the hits into
GAME_GENERATED_FULL_C. So a title names the pattern and gets however many shards
a regeneration produced. The rewritten section describes that, the two-step
fallback when the globs match nothing (GEN_FULL_FALLBACK, else <serial>_full.c
derived from the dispatch marker by substituting _dispatch.c), and the one
caveat the code actually has: that file(GLOB) is plain, not CONFIGURE_DEPENDS,
so a regeneration which changes the shard COUNT needs a re-configure to be seen.
psxrecomp-toml-readme.md folded into docs/GAME_PROJECT_SETUP.md as "EXE-only
autofill (psxrecomp-toml)", placed after "Disc autofill (probe_disc.py)" and
before "Project Studio" so the two autofill paths sit together. Its documented
flags were checked against the usage text in recompiler/src/main_toml.cpp:28-42
and against the argument parser at :150-165 -- all seven options match with no
drift, so the flag list is reproduced as-is. Added a pointer that probe_disc.py
is preferable when a cue exists, since that tool does the same EXE-header work
plus disc identity and netplay gates.
FUNCTIONAL FIXES
tools/gen_tcp_commands.py wrote to REPO/"TCP_COMMANDS.md". After the move that
path does not exist, so the generator would have created a new stray root file
and --check would have failed against it forever. Retargeted to
REPO/"docs"/"TCP_COMMANDS.md", along with the seven docstring and message
strings that name the path.
Running it surfaced two further problems, both fixed here:
* The doc was genuinely stale -- pre-existing drift, not introduced by this
commit (the moved file is byte-identical to origin/master, and no
debug-server command table is touched here). Four commands registered since
the last regeneration were missing from the index -- cdrom_timing_dump,
savestate_status, ws_ui_groups, xprobe_watch -- and scanline had gained a
backend. Regenerated: 307 -> 311 commands, and the change is confined to the
AUTOGEN block (the hand-written head and tail are byte-identical to master).
tools/gen_tcp_commands.py --check now exits 0.
* DOC.write_text() has no newline argument, so Python translated every newline
to os.linesep. On Windows that rewrote all 585 lines of the file to CRLF and
turned a four-line index update into a whole-file diff -- measured: 589 CRLF
/ 0 LF after a run, against 0 CRLF / 585 LF in the repo. Now written through
an explicit newline="" handle, verified to leave the file at 0 CRLF.
runtime/include/debug_server.h:9 and runtime/src/debug_server.c:8 cited "TCP.md
and DEBUG.md". TCP.md has never existed in this repo under that name; both now
name docs/TCP_COMMANDS.md and docs/internal/DEBUG.md.
LINK AND REFERENCE FIXES
Every inbound reference to a moved file was located by grepping each basename
across the whole tracked tree, not just the markdown. Markdown hrefs in
README.md, CONTRIBUTING.md, docs/ARCHITECTURE.md, docs/COMPILING_OVERLAYS.md,
docs/AOT_OVERLAY_PLAN.md, docs/RELOCATION_MANIFEST_FORMAT.md,
docs/config_schema.md, docs/OVERLAY_XREF.md, docs/TCP_COMMANDS.md and several
docs/internal/ files now point at the new locations; where two files became
siblings under docs/internal/ the path was shortened rather than lengthened
(bios-hardening.md's reference to overlay-discovery.md, for instance).
docs/COMPILING_OVERLAYS.md's "in this folder" phrasing was wrong once two of the
three files it listed moved, so it now names internal/ explicitly.
24 source-comment mentions of ENHANCEMENTS.md sections G1.x across 19 files
(recompiler, runtime, cmake) were retargeted to docs/ENHANCEMENTS.md with the
section numbers untouched. docs/SHADOW_ENHANCEMENTS.md is a DIFFERENT file and
was deliberately excluded.
20 rationale strings citing docs/CASE_A_AOT_GAP.md across the four
recompiler/seeds/*.json files were updated. Done as a byte-level substring
replacement rather than a JSON round-trip: two of those files are stored with
CRLF endings and two with LF, and re-serializing them reformatted 5,700 lines.
The byte-level version changes exactly 20 lines and each file still parses.
References that look similar but point elsewhere were deliberately left alone,
and are worth naming so a future pass does not "fix" them:
* "recomp-template PRINCIPLES.md" / "NES recomp template PRINCIPLES.md" in
CLAUDE.md:43, docs/SHADOW_ENHANCEMENTS.md:28,
docs/internal/HLE_SCHEDULER_CARVEOUT_PLAN.md:5,
runtime/src/debug_server.c:4934 and tools/parity_diff.py:8 are a different
repository's file. Only the five that mean this repo's PRINCIPLES.md were
updated.
* Every remaining bare ISSUES.md mention is a GAME repo's tracker
(MegaManX6Recomp 2/7/8/9, TombaRecomp 6), not this repo's.
* docs/disc-speed.md:4,54,56 and docs/internal/bios-hardening.md:5 name
overlay-discovery as a BRANCH, not a file, so no path applies.
INDEXES
README.md's "New here?" table gains rows for docs/WIDESCREEN.md,
docs/ENHANCEMENTS.md and docs/TCP_COMMANDS.md. docs/internal/README.md gains
sections indexing all fourteen documents that moved in, plus an "Upstream
contributor reviews" section describing upstream/ and the new sweep file, plus a
"Removed" bullet for CYCLE_TIMING_ARCH.md (deleted in the previous commit)
pointing at FAITHFUL_TIMING_PLAN.md, CYCLE_MODEL_BEETLE.md and
PRECISE_IRQ_SLICE.md -- following the SLJIT_PERSIST_CACHE.md precedent already
in that file.
docs/ENHANCEMENTS.md:7 claimed framework bugs live in "game repos' ISSUES.md
until a framework tracker exists". A framework tracker does exist; it now says
so and names the Beads epic.
VERIFICATION
A link checker was written to scan every tracked *.md for relative links,
resolving each against the tree being scanned. Baseline at origin/master: 129
files, 137 relative links, 3 broken. After both commits: 127 files, 159 relative
links, 3 broken -- the SAME three, all pre-existing and untouched here:
docs/DATA_SHARDS.md -> INSTANT_LOADS_PARKED.md (never existed)
docs/DATA_SHARDS.md -> INSTANT_LOADS_SPIKE2.md (never existed)
docs/NETPLAY.md -> ../lib/recomp-net/README.md (inside a submodule)
Zero new broken links. The checker's own coverage was checked against a raw grep
for markdown link openers: the 3-link difference is C++ lambdas inside code
blocks, correctly not treated as links.
Also verified: py_compile over all 113 tracked tools/*.py plus psxrecomp_cli.py;
all four seed JSONs still parse; the test-registration guard still reports 123
test files all registered; recompiler/tests/test_coverage_vault.py still passes;
and no file in this commit had its line endings flipped (checked mechanically
across all 50 modified files, after two files were caught and redone).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Slicing the GPU linked-list DMA across guest cycles (8af48ae9, PR #277) also
changed what a walk costs: 8 clocks for every node header plus 5 setup clocks
per non-empty node, where the pre-slicing path charged one clock per word via
schedule_delayed_complete(2, actual_words, DMA_GPU_CYCLES_PER_WORD).
An ordering table is mostly EMPTY nodes -- Final Fantasy VII's runs to
ot_max 4094 -- and each empty slot still paid the full 8-cycle header for a
packet that does not exist. Measured on FF7 (SCUS-94163):
4,807 nodes / 12,757 words 52,384 cycles vs 17,564 (3.0x)
44,010 nodes / 117,507 words 499,187 cycles vs 161,517 (3.1x)
An NTSC frame is 564,480 cycles, so a single walk reached 88% of a frame.
FF7's libgpu polls CHCR bit 24, finds the channel still busy after 790-890
reads, and force-clears the start bit at 0x800484F0 -- the documented
stuck-channel path. cancel_async_transfer() then abandons the walk partway
through, and the rest of the frame's geometry is never sent to GP0. In a
battle 12.6% of ordering tables were aborted this way; models rendered with
missing or shattered limbs.
The guest is behaving correctly: it inspected the busy bit before clearing it.
The slicing is also correct and worth keeping -- a guest really can change a
packet after starting DMA and before DMA reaches it, and only a sliced walker
models that. Only the cost was wrong.
Header is one clock, setup is free, so a walk costs exactly (nodes + words).
When setup is free the payload boundary is the same service as the header, so
the header phase falls through instead of returning; cycles_to_event() never
reports zero, and returning would spend an unaccounted scheduler cycle per
non-empty node. The packet is still read at its own boundary, so #277's
mid-walk mutation behaviour is unchanged and its test still passes.
(nodes + words) is not a new assertion -- it is the cost this runtime shipped
and was validated against. A non-zero per-node overhead may well be real on
hardware, but it needs a measurement behind it, not a substituted constant.
Observability, because none of the above was visible:
dma_state gains a gpu_ot block -- starts, completes, cancels, starts_dropped,
nodes/words/cycles of the last walk and the max, plus guest reads of CHCR(2)
and a ring of the last 8 aborts carrying the guest PC, CHCR value, how far
the walk got, and how many times the guest polled before giving up. The
silent early return in start_async_gpu_linked_list() is now counted as
starts_dropped rather than losing an ordering table with nothing said.
PSX_GPU_LL_SYNC=1 drains a walk at start. Diagnostic A/B lever only: it
completes immediately as well, so it is not a faithful restoration of the
pre-slicing timing and must not be used as a fix.
The timing test now asserts the cost model rather than describing it: a table
of empty nodes must cost exactly one cycle per node. That is the check that
would have caught this.
Verified on FF7 SCUS-94163 from a save state: cycles_max 58,933 -> 16,972,
a 144-node/490-word walk costs exactly 490 cycles, and battle geometry renders
correctly with the walk still sliced.
Not fixed here: the same commit also broke gpu_frame_dump's func attribution.
GP0 writes now issue from dma_advance() on the cycle scheduler, so every
primitive is stamped with whatever the scheduler interrupted -- all 1,803
primitives in a captured battle frame attributed to BIOS 0x1FC02B50 instead of
the issuing game function. That disables gpu_frame_diff's "a function stopped
drawing" verdict and gpu_frame_layers entirely. Stamping the DMA initiator was
tried and does not work: g_debug_current_func_addr reads 0 at kick time. The
ra column still carries real game addresses as a fallback. Left as a separate
issue rather than shipped as a fix that does not fix it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01L9v7e6AVZe3eRP8VXey9Pz
Ape Escape declares `default_mode = "analog"` + `lock_mode = true`
(ApeEscapeRecomp/game.toml:208-209) and shipped with the left stick acting as
camera and the right stick doing nothing -- i.e. the pad booted DIGITAL on a
dual-analog title, and because lock_mode hides the pad-mode selector there was
no UI with which to fix it.
The root cause is in recomp-ui and is fixed in the companion PR (see below).
This is the host side of the same defect: three separate places in main() where
a locked title's declared pad mode could be lost or where a keyboard seat's
configured mode was destroyed on its way past the launcher.
WHAT WENT WRONG, END TO END
---------------------------
1. recomp-ui launcher_model.c honours the lock at line 545-546
(`if (!pad_mode_selectable) pad_mode[p] = locked_pad_mode`) and then
clobbers it 15 lines later with an ungated keyboard coercion. Player 1's
device defaults to "keyboard" in a release build (main.cpp:11164), so
pad_mode[0] came back as 2 (D-Pad) from every fresh install.
2. `launcher_model_set_pad_mode` and the default-for-source helper both
early-return when the mode is not selectable -- correctly, since the mode
is locked -- so once the value was 2 nothing could move it back. Attaching
a real DualShock did not help.
3. Here, the launcher-exit readback took `player_mode[i] = ls.pad_mode[i]`
verbatim and then persisted it into settings.toml, so DIGITAL beat the
lock and kept beating it on every later launch.
4. `sio_set_pad_analog(slot, 0, ...)` then took the 4-byte pad_response_len
branch in runtime/src/sio.c: the pad reports no analog bytes, so the right
stick is dead and the left stick is folded onto the D-pad. Exactly the
reported symptom.
The clamp at main.cpp:11869 already existed and already covered two holes
(launcher-less builds, and a settings.toml written before the game declared
lock_mode). It runs BEFORE the launcher, which is why the launcher round-trip
was a third hole it could not see.
WHAT THIS CHANGES
-----------------
runtime/include/launcher_device.h gains
`resolve_player_mode_after_launcher(launcher_mode, lock_mode, locked_mode,
mod_override_mode)`: one pure function that fixes the precedence of the three
sources of truth for a seat's pad mode -- an active mod controller-mode
override, then game.toml lock_mode, then whatever the launcher returned. Both
launcher-exit readback loops call it, and both call it before their persistence
write, so an unsupported mode can no longer be latched into settings.toml.
The mod-override arm is not decoration. A bare `if (ctrl_lock_mode)
player_mode[i] = ctrl_locked_mode[i];` -- which is the obvious fix and was the
first version of this change -- breaks mod controller-mode overrides on locked
titles after a lobby soft return:
* `g_mod_controller_mode_override` is applied at main.cpp:13084-13085,
* the `session_reboot:` label is BELOW it at 13159,
* `goto session_reboot` (14914) therefore never re-runs the override block,
* but the soft-return readback loop does run.
Before this change an override survived a rematch only because it round-tripped
through `ls.pad_mode[i]`, seeded at the soft-return entry from the post-override
`player_mode[i]`. An unconditional clamp cuts that path and silently drops the
override. `psx_mod_set_controller_mode_override` is public plugin API
(runtime/include/mod_plugins.h:229) with no shipped caller today, so this is
latent rather than live -- fixed anyway, because the next caller would have had
no way to tell why their override stopped applying to a locked title after a
rematch.
Three destructive coercions are also removed, all of the same shape -- a
keyboard seat having its configured mode overwritten with DIGITAL:
* the two launcher-entry seeds (`ls.pad_mode[i] = (src == 1) ? DIGITAL :
player_mode[i]`) told the launcher a lie about what the seat is configured
for, and the launcher handed the lie straight back to be persisted;
* the launcher-exit readback did the same in the other direction.
None of them was load-bearing: `effective_player_mode()` (main.cpp:4359-4362)
already returns DIGITAL for any seat whose kind is keyboard, whatever the
seat's stored mode says, and every consumer of a seat mode goes through it or
through `effective_player_mode_for_sio()` -- `refresh_player_devices`,
`capture_pad_slot`, and the netplay sample path were all checked. So a keyboard
seat still presents as a plain SCPH-1080 while the keyboard is driving it; the
difference is that its stored mode is no longer corrupted for the pad that
arrives later.
Note the unlocked case was never as bad, and this is worth writing down because
it is what made the bug look title-specific: for a selectable title,
`launcher_model_set_source` -> `apply_default_pad_mode_for_source` re-defaults a
gamepad seat to Analog, so picking a device in the launcher repairs the value.
That is precisely the repair a locked title cannot perform, because both of
those functions refuse to touch a locked mode.
TESTS
-----
There was zero coverage for any of this. (ApeEscapeRecomp's own
`ape_stick_response_test` covers the stick RESPONSE CURVE, not mode or axis
routing, and lives in the title repo -- it cannot see this.)
* runtime/tests/test_launcher_pad_mode_resolve.cpp -- behaviour of the
resolver: a locked title yields its declared mode for every launcher value
including out-of-range ones (so persistence can never receive an
unsupported mode), an active override outranks the lock, and the "no
override" sentinel stays negative to match the direct apply site.
Registered as launcher_pad_mode_resolve_test.
* runtime/tests/test_launcher_pad_mode_wiring.py -- how it is WIRED: exactly
two readback sites call the resolver, the resolution precedes each
persistence write, the pre-launcher clamp still runs first, and
`player_mode[i] = PSXRecompV4::PAD_MODE_DIGITAL;` appears nowhere. Verified
to go red when the coercion is re-introduced at either site, not just when
the helper is deleted. Registered as launcher_pad_mode_wiring alongside the
other source-invariant guards in recompiler/CMakeLists.txt.
Both call sites were confirmed to be live code, not preprocessed-out, by
injecting a bad symbol name and reading the compiler errors back: main.cpp:12701
compiles under `-DRECOMP_LAUNCHER` and main.cpp:14665 additionally needs
`PSX_HAS_LOBBY_CLIENT` (i.e. `-DPSX_NETPLAY=ON`), so the second site is only
exercised in a netplay build and was verified in one.
Verified: launcher_pad_mode_resolve_test, launcher_device_roundtrip_test,
host_keymap_test, keyboard_pad_chord_test, sio_card_protocol_test all pass
(sio_dualshock_rumble_test is registered DISABLED); launcher_pad_mode_wiring and
every other python guard that reads main.cpp pass, except two that were already
red before this branch -- runtime_perf_diag_guards (registered DISABLED) and
launcher_vulkan_option, which dies in `Path.read_text()` with no encoding on a
cp1252 console. That last one is a real latent break in 13 guard scripts and
wants its own change.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The emitter emits a direct psx_game_text_native_ok() stale-static guard at block
entry (code_generator.cpp:115) and before every direct jal (:2402). That function
is DEFINED IN THE GENERATED DISPATCH SHARD (main_psx.cpp:1620), which links into
the executable. An overlay DLL is a separate module and cannot resolve it, and
overlay_dispatch_preamble.c.inc had no shim for it.
Found by bumping Tomba 2 from a 254-commit-old pin to master and regenerating its
shard cache against the identical vault:
before bump : built OK 2799, FAILED 1
after bump : built OK 2233, FAILED 109
107 of the 109 were the same error:
ld.exe: undefined reference to `psx_game_text_native_ok'
collect2.exe: error: ld returned 1 exit status
This is the fifth instance of one class, and overlay_api.h's own version history
records the previous four:
v9 faithful-timing callbacks overlay code failed to link
v10 gte_read_ctrl GTE-heavy overlays failed to LINK without shims,
silently blocking new coverage
v12 rfe_mark_escape without the shim any rfe-containing overlay
fails to LINK
v14 gte_precision_store_word the rfe / gte_read_ctrl class again
Every time the shape is identical: an emitter gains a runtime call, the overlay
ABI does not gain the shim, and the only symptom is shards that quietly fail to
build. The affected code then runs interpreted forever and nothing at runtime
says so. Severity is coverage, not correctness -- but that is exactly the defect
that let Ape Escape ship 100% interpreted without anyone noticing.
Fix follows the v10/v12/v14 pattern exactly:
- overlay_api.h: append game_text_native_ok to OverlayCallbacks, bump
PSX_OVERLAY_ABI_VERSION 21 -> 22, add the version-history note
- overlay_dispatch_preamble.c.inc: shim forwarding to g_cbs
- overlay_loader.c init_callbacks: host populates it from the dispatch shard
The NULL guard deliberately returns 0, not 1. Returning 0 routes the guest
through the dispatcher -- slower, never wrong. Returning 1 would let an overlay
run native code the guard was explicitly trying to reject.
Follow-up worth doing, tracked as beads-eio.3.97: five instances of one class
means the process is the bug, not the symbol. The emitter knows every helper name
it can emit and the preamble enumerates every shim; a test comparing those two
sets would have caught v9, v10, v12, v14 and this one at authoring time instead
of at some future title's link step.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
psx_spu_sample_event_service() and psx_spu_sample_event_cycles_to_next()
built a full SpuGlobalState snapshot (memset + ~40 register reads + three
24-voice loops) on every device-service call and every deadline recompute,
just to test one bit (SPUCNT & 0x40, SPU IRQ9 enable). Under an
MMIO-polling guest loop — every PS1 wait loop, loudest on the BoF3 Capcom
FMV whose LOGO overlay polls per tiny basic block — the snapshot was ~40%
of emu-thread wall time (gdb stack-sampled, clean boot, live FMV).
Add spu_ctrl_read() (one array load) and gate on it. Semantics identical:
same register, same bit.
Measured (BoF3 Capcom FMV, clean boot, headless vblank raises/s):
Debug build: 28.5 -> ~52
RelWithDebInfo build: 97.6 uncapped (~1.6x realtime; paced holds 60)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds an optional scanline effect to the GL present path: a soft sinusoidal
beam pitched to the PS1 display-line grid (one dark line per native scanline),
applied in both the present and interpolation shaders and gated by output
scale so it never shimmers below ~2x. Orthogonal to the crt_filter colour LUT
(the two compose).
Controls: [video] scanlines / scanline_strength (game.toml + settings.toml),
PSX_SCANLINES / PSX_SCANLINE_STRENGTH env overrides, an F6 hotkey
(HOST_KEYMAP_SCANLINES, rebindable via [KeyMap] Scanlines), and a `scanline`
TCP command for live A/B. Launcher Display-card wiring follows separately.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The GL renderer may skip SDL_GL_SwapWindow when the displayed rect is
unchanged, so a double-buffered 30 Hz game does not swap an identical
front buffer on the intervening vblank. The frontend calls present once
per guest vblank, so eliding a swap also elides whatever that swap was
blocking on.
That is only safe while the wall-clock pacer owns cadence, because the
pacer runs per present regardless of what the renderer does. When driver
vsync owns cadence instead (~60 Hz panel, present_vsync_owns_cadence()),
the pacer is deliberately not run -- the two are XOR to avoid
double-blocking -- and the swap block becomes the only throttle. An
elided frame then blocks on nothing, and a game presenting every other
vblank advances two guest vblanks per block: exactly 2x real time.
Measured on BreathOfFire3Recomp (SLPS-00990, 60 Hz panel, OpenGL):
guest vblank counter sampled against wall clock ran 120.4 fps / 2.01x
before, 59.8 fps / 0.997x after. Swaps per second are unchanged at 60
either way -- the fix removes a free-running guest frame, not a swap --
and per-frame GPU cost is unchanged (present_gpu_ms_avg 12.2 -> 12.6,
scene_gpu_ms_avg 4.5 -> 4.1).
Gate both skip sites (VRAM and wide-FBO paths) on the cadence owner,
alongside the existing OSD and interpolation-cadence guards. Only the GL
renderer has this optimisation; the software and Vulkan paths always
present and were never affected.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A savestate is whole-machine state. One taken on disc 2 and restored while
disc 1 is mounted resumes a guest that still believes it is reading disc 2,
and the slot list gives no hint: every disc of a set shares one entry_pc, and
entry_pc is the key the slot filenames already use. So the same slot number
meant a different machine on every disc, silently.
Savestates were already isolated per BIOS, as a directory. The disc joins that
as a FILENAME token inside it:
<saves>/<bios>/state_<entry>_disc<N>_slot<NN>.pst
The BIOS stays a directory because a state is invalid across BIOS images
whatever disc it came from. The disc only has to not collide within one, and a
token does that without another level to browse, back up and migrate.
An empty token leaves the historical name byte-for-byte, so single-disc titles
keep every existing state -- the scope is set only when the roster has more
than one disc.
States saved before this predate the naming and are not listed. They are left
alone rather than migrated: nothing in a .pst says which disc it was taken on,
so placing them would be a guess, and guessing wrong reintroduces exactly the
mix-up this prevents. Startup names them and the directory so they can be
renamed deliberately.
Verified: slot 1 saved on disc 2 and on disc 3 produced disc2/disc3 files side
by side with no collision; booting disc 1 and loading slot 1 rejected with
"missing state_800110C0_disc1_slot01.pst" rather than restoring another disc's
machine; the pre-existing untagged slot 0 was untouched throughout.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0194TYJAqgyG9a9PJe9uUcgQ
recomp-ui takes a host-supplied icon path (GameInfo.window_icon_path) so the
launcher window carries the same art as the game window. Publish the path
psx_apply_window_icon() already resolves, rather than letting the launcher
repeat the search — repeating it is what would let the two drift apart the
next time the candidate list changes.
Resolved once and cached: both the game window and the launcher ask, and the
answer cannot change within a run.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0194TYJAqgyG9a9PJe9uUcgQ
Rewind was on for everyone and could only be turned off with PSX_REWIND=0 in
the environment. It now defaults off and is enabled from settings.toml
([video] rewind) or the launcher's Display card.
The cost it was charging silently: each snapshot is a whole machine — 2 MB main
RAM + 1 MB VRAM + 512 KB SPU RAM — serialized uncompressed into a buffer
malloc'd at a fixed 5 MiB cap that is never shrunk to the actual length, and one
is captured every rewind_interval frames (15 by default, tightening toward 4
while an FMV runs), each with a 128x96 thumbnail built pixel by pixel. At the
default depth of 50 a full ring is roughly 250 MB resident; at the maximum 200
it approaches 1 GB. That is a lot to hand a low-end host for a feature a session
may never open.
Turning it off genuinely avoids all of it: psx_rewind_configure() returns before
any allocation when rewind is not wanted, and both capture paths are guarded by
psx_rewind_enabled(). The only residue is a 450 KB BSS overlay panel whose pages
stay untouched.
The toggle applies live rather than at next launch — freeing the ring is the
whole point, so waiting for a restart would miss it. psx_rewind_shutdown()
already resets the overlay and drops a pending load, so tearing down mid-session
is safe.
PSX_REWIND still outranks the setting in both directions and now accepts 1 as
well as 0. Netplay rollback is a separate subsystem with its own ring and is
unaffected; rewind was already suppressed during netplay.
Because off is now the common case, psx_rewind_toggle() says so on the OSD
instead of leaving F8 / Select+R3 looking broken. It stays silent only in a
-DPSX_REWIND=OFF build, where there is nothing to enable.
Adds rewind_settings_test (default off, explicit off distinguishable from
absent, save/load round trip, tuning keys independent of the enable) and the
first documentation the feature has had, in config_schema.md.
Verified: recompiler tests build and pass; main.cpp type-checks against the new
recomp-ui ABI field; psx_rewind.c compiles both with and without
PSX_HAS_RBENGINE_SNAP; the existing test_rewind_toggle_combo.py still passes.
Not run end to end — this checkout has no BIOS dump to boot.
Needs recomp-ui a31ecbc for Settings.rewind_enabled.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017AwqKPQFnK3x7xQbK4PQKj