Commit Graph

217 Commits

Author SHA1 Message Date
Matthew Stanley 2bebd29629 Harden audio reserve and transient frame catch-up 2026-07-13 05:23:33 -07:00
Matthew Stanley 5a2c6fd3f0 iso_reader: support multi-FILE cue sheets (redump track-split dumps)
The cue parser kept a single bin_filename that every FILE line
overwrote, so a redump-style dump (one .bin per track) mounted only
the LAST track file - the CD-DA audio bin - as the entire disc: no
ISO9660 filesystem, no boot EXE, black screen at startup (reported
against Tomba! 2, whose USA disc is data + one CD-DA track).

Replace the single ifstream with a BinSegment table: one entry per
FILE line, opened for the reader's lifetime and laid out at cumulative
disc-relative sector offsets in cue order. ReadSector/ReadRawSector
resolve a disc LBA to its owning segment; INDEX times, which a cue
states relative to the owning file, are converted to disc-relative
track starts once the segment layout is known. Single-file images are
a one-segment table with unchanged addressing.

Also fixed in passing: Open() never cleared tracks_ from a previous
open (reopening a reader accumulated stale TOC entries), per-read
sector-geometry probing is now computed once per segment, a cue whose
FILE is missing or non-BINARY (WAVE/MP3) fails Open() instead of
mis-mapping the TOC, and GetSectorCount() reports the whole-disc
total.

Verified: Tomba! 2 single-bin dump split at the track-2 boundary
(concatenation SHA1-identical to the original); a host-side test
opens both cues and confirms all 186430 sectors byte-identical and
the TOC identical (track 2 at LBA 174674, audio); the game boots to
intro FMV, title, and attract gameplay from the multi-file dump with
CD audio flowing, and the single-file dump boots identically on the
same binary.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:29:32 -07:00
Matthew Stanley 34ca37cc65 Merge feat/opengl-performance: full-rate OpenGL presentation 2026-07-11 14:08:08 -07:00
Matthew Stanley fb585541ec opengl: sustain full-rate gameplay and FMV presentation 2026-07-11 14:07:17 -07:00
Matthew Stanley 8f2389211c Merge feat/kernel-stub-bless: byte-verified static dispatch for the relocated kernel window
Closes the latent Rule-18 soundness hole: kernel-window static dispatch
hits (RAM [0x500,0x8500), the BIOS's boot-time ROM copy) now require the
live RAM bytes of the function's full reachable extent to byte-match the
ROM source (lazy verify, cached, precisely invalidated on writes); patched
bodies divert to the faithful interpreter. Emitter ships
psx_bios_kernel_bodies[] (499 entries); runtime guard in memory.c; TCP
kernel_bless observability; PSX_KERNEL_BLESS=0 A/B switch.

USER-VALIDATED on Tomba (SCUS-94236): multiple play runs, LLE + HLE boots,
pads/menus/events, title 1.00x / village 0.92x parity; 208-214/219 kernel
functions verified clean, the 5 mismatches (runtime-patched pad-driver
family) faithfully interpreted as before.

NOTE: rolls the codegen hash — regen BIOS+game generated C and recompile
overlay shards with a same-tree recompiler on each title's next fw bump
(the overlay loader fail-closes loudly on tag mismatch).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:59:20 -07:00
Matthew Stanley 71c2df0f54 kernel-image bless: byte-verified static dispatch for the relocated kernel window
The generated dispatcher ran kernel-window table hits (RAM [0x500,0x8500),
the BIOS's boot-time copy of ROM 0x1FC10000+) natively with NO check that
the live RAM bytes still match the ROM image the functions were compiled
from — unsound for runtime-patched kernel code (the BIOS installs pad/SIO
handlers INSIDE compiled bodies; live diff: 15 clusters, 348 bytes). It
never misfired only because entry points happened to avoid patched keys.

A static kernel hit now requires psx_kernel_bless_dispatchable(): the
emitter emits psx_bios_kernel_bodies[] (key -> full RAM extent of the code
reachable from it; continuations carry their parent's extent, 499 entries),
and the runtime lazily byte-compares each entry's body against the ROM
source, caches the verdict, and invalidates precisely on writes into the
body (store chokepoint, DMA/EXE range marks, savestate restore). Clean ->
guarded native; patched/unverifiable -> the faithful dirty-RAM interpreter,
exactly as Rule 18 prescribes. This implements the runtime half of the
relocation-manifest contract (docs/RELOCATION_MANIFEST_FORMAT.md).

Measured on Tomba (SCUS-94236): 208-214 of 219 verified functions clean
(the 5 mismatches are the genuinely patched pad-driver family, faithfully
interpreted); millions of guarded native hits per boot; title 1.00x,
village 0.92x (parity — kernel keys were already native, now they are
PROVEN native); LLE and HLE boots + gameplay input verified. Kernel-window
interp measures 1.3% of interp burden (dirty_ram_stats), so this is a
soundness fix, not a speedup; the dominant interp cost is overlay-region
coverage (cg-tag hygiene), tracked separately.

Observability: TCP kernel_bless (entries/clean/mismatch/native_hits/
verifies/invalidations), always-on. PSX_KERNEL_BLESS=0 reverts to
unguarded-table behavior for A/B.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:12:32 -07:00
Matthew Stanley eefea1295f Merge codex/ape-widescreen-framework: scope curved backdrop projection sites (Ape widescreen) 2026-07-10 16:33:00 -07:00
Matthew Stanley 244474a147 widescreen: scope curved backdrop projection sites 2026-07-10 15:51:07 -07:00
Matthew Stanley a0818de0b4 Merge feat/ws-2d-scene-pillarbox: 2D-only scenes pillarbox in native-wide; present ring; full-pad input injection
Tomba 16:9: rooms, sky falls, and task-card sequences presented stretched
because native-wide's 2D-backdrop stretch fires wholesale in scenes whose
background phase never ends. Such scenes now present native 4:3 from the
faithful canonical buffer, keyed on DEEP UNTAGGED POLYGON OVERHANG (>=24px
past the canonical window, >=4 polys, sustained 2 frames) — the only world
signal that survived adversarial scenes (shaded prims, GTE volume, any-poly
and shallow overhang all falsified by census evidence; lineage in gpu.c).
Scoped to sprite-tag titles; full_2d (MMX6) and gte_game_mode (Ape) paths
unchanged. Plus: native-wide never stretches a canonical-width game frame
(fallback pillarboxes); always-on present-classification ring (TCP
present_ring) across all backends; debug input injection drives the full
pad model (hybrid d-pad drop + stick axes); savestate TCP honesty; census
tagged column + ws_hud_mode A/B (HUD-corners deferred: ENHANCEMENTS.md W2).
USER-VALIDATED on Tomba (SCUS-94236).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:41:52 -07:00
Matthew Stanley d57ce7a121 widescreen: census tagged column + ws_hud_mode A/B; defer HUD-corners for tag titles (ENHANCEMENTS W2)
The Tomba nw_hud_corners experiment surfaced two blockers, both documented
in ENHANCEMENTS.md W2 with census evidence: composite dialog boxes spanning
zone boundaries tear (end caps pulled to opposite edges), and the AP counter
renders through the TAGGED sprite funnel so the untagged-only gate skips it.
Groundwork kept for the next attempt:
- WsCensusEntry gains a `tagged` column (ws_census CSV) so funnel membership
  is measurable per prim.
- TCP ws_hud_mode {"tag_rects":0|1} live-A/Bs the tagged-rect gate.
Tomba's game.toml reverts nw_hud_corners to false (its own repo).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:37:59 -07:00
Matthew Stanley b85f10959b widescreen: pillarbox 2D-only scenes in native-wide; HUD corner re-anchor for tag titles; present ring
2D-only-scene classifier (fixes room/fall/title-card stretch, Tomba):
- Native-wide's 2D-backdrop stretch fires wholesale in scenes whose
  background phase never ends (room interiors, sky-only falls), stretching
  the whole frame. Such scenes now present native 4:3 from the faithful
  canonical buffer (gpu_ws_present_native_43).
- The world signal is DEEP UNTAGGED POLYGON OVERHANG: polys whose raw SX
  extent crosses >=24px past the canonical window, >=4 per frame, sustained
  2+ consecutive frames. Lineage of rejected signals (each defeated by a
  real scene, census-evidenced): shaded-prim presence (title-card letter
  tiles are gouraud), GTE projection volume (task-jingle projects
  world-scale counts; title screen idles at 1680 verts), any-poly overhang
  (card letters slide in from off-screen), shallow overhang (jingle
  sparkles poke <=20px). Outdoor terrain measures 55 deep-overhang
  polys/frame vs 0-1 for every observed 2D scene/effect.
- Scoped to sprite-tag titles: full_2d (MMX6) and gte_game_mode (Ape)
  classification is unchanged.

Native-wide present invariant:
- A game frame that cannot present wide (compositor fallback) pillarboxes
  4:3 instead of stretching the canonical read across the wide window
  (all backends; squash mode still stretches by design).

HUD corner re-anchoring for sprite-tag titles ([widescreen] nw_hud_corners):
- Poly/line prims never shift (they are the world / tagged billboards);
  rect-family prims shift only when UNTAGGED — the proven hud_sprt_squash
  discriminator — so enabling nw_hud_corners is safe without a packet
  arena range.

Observability (always-on, institutional):
- present_ring: per-present classification ring (path, present width,
  game_mode, native_43, wide fallback, tag age, gte_verts, ovh_prims)
  for every backend; TCP "present_ring". Answers "why did this frame
  stretch" after the fact.
- gpu_state ws block gains last_3d_frame, gte_verts, last_world3d_frame,
  ovh_prims, last_ovh_frame; GTE vert counting is now always-on.

Input injection drives the full pad model:
- set_input/press now resolve pad type like real sampling: injected d-pad
  drops a hybrid pad to digital (movement works), optional lx/ly/rx/ry
  stick override (0..255), type via the coherent request channel.
  Previously buttons-only: menus reacted, walking never did.

Savestate honesty:
- savestate_request_save/load return staged/refused; the TCP handler
  reports ok:false instead of silently acking loads it cannot perform
  (LLE host-fiber runs). Torn-restore reliability audit remains open.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:23:44 -07:00
Matthew Stanley 2ba81d5d7b Merge feat/audio-mmx4-attract: MMX4 attract-demo audio fixed (two defects)
1) cdrom: continuous disc clock — the read stream froze disc time while
   the guest had an unacked INT, starving the XA->SPU ring ~5-6x/s
   (6 Hz music dropout flutter). Replaced with the Beetle-mirrored
   SetAIP/CheckAIP model: disc never pauses, data-ready INT1 pends one
   deep, presented on ack. read_hold_cycles/int1_* tripwires in
   cdrom_state.

2) spu: END-without-REPEAT now jumps to the repeat address AND forces
   the envelope to zero (Beetle spu.cpp:333,341-352). Previously parked
   one-shot SFX voices decoded past the terminator at full envelope —
   X4's SFX bank parks them on +28672-DC filler with ~infinite release,
   railing the mix at +32767 (38-41% samples clipped = the 'static').

User ear-validated on the MMX4 attract ice-stage demo. Gate: MMX4 0.00%
clip post-fix; MMX5 boots healthy (pend path exercised 12-13x, 0 lost);
Tomba behavior equivalent to master. Runtime-only — no regen needed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:19:14 -07:00
Matthew Stanley 462e2bf5fd spu: END-without-REPEAT jumps to repeat and forces the envelope to zero
An ADPCM block whose flags carry END (bit 0) but not REPEAT (bit 1)
must (a) jump the decode pointer to the latched repeat address and
(b) force the ADSR envelope to ZERO on entering Release — Beetle
spu.cpp:333 (CurAddr = LoopAddr, unconditional) and :341-352 ("Force
enveloping to 0 if not looping"). Our voice_next_sample did neither:
it entered Release with the envelope intact and kept decoding FORWARD
past the terminator, assuming the release ramp would mask whatever
followed in SPU RAM.

X4's SFX bank breaks that assumption three ways: its one-shot samples
terminate on an END-only block; the next block in RAM is non-silent
filler (0x77 nibbles at shift 0 = constant +28672) carrying a
self-referential LOOPSTART flag, so the walker parks there forever;
and the bank's ADSR release shift is ~infinite, so the envelope never
decays. Every finished SFX voice became a full-scale DC source. In the
X4 attract ice-stage demo (user report), a handful of ice-block-break
SFX stacked ~15 such voices and pinned the whole mix at +32767 for
~35 s — heard as static / the music "cutting out". Measured: 38-41%
of samples hard-clipped in the spu_out AND host taps during the demo.

With the fix (jump + env=0; the env-0 Release path then deactivates
the voice, matching Beetle's silent-voice behavior): 0.00% clipped
samples over the same demo window, peak 32291, zero railed polls in
150 across the full attract cycle; the ice-crack SFX bodies still
play normally.

Found via the new rail-triggered spu_voices capture + the spu_ram
peek: 15 voices sharing start=0x16AD0 all parked at cur_addr=0x17930
looping 0x17920 (flags 0x07) at env 0x7FBF in phase RELEASE, and the
block bytes 00 07 77 77 .. decoding to +28672 DC.

Debug surface added (always-on doctrine):
- spu_voices now reports live env level + ADSR phase per voice.
- new spu_ram command: {"addr","len"} -> hex peek of SPU sample RAM.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:02:31 -07:00
Matthew Stanley 9306db59b3 cdrom: continuous disc clock — never freeze the read stream on INT ack
The read stream froze read_delay whenever the guest had an unacked
controller INT (and while the sector buffer was undrained). Real drives
never pause: measured on MMX4's attract/title XA music, the freeze
accumulated ~1M guest cycles/second (~3% of disc time), every XA sector
arrived 32-92 samples late, and the XA->SPU cd_ring starved ~147 samples
5-6x per second — audible as a 6 Hz crackle/dropout flutter in all
XA-streamed music (user report: MMX4 Zero ice-stage attract demo).

Faithful model, mirrored from the in-tree Beetle oracle (cdc.cpp
HandleSectorRead / SetAIP / CheckAIP / ClearAIP):

- Disc time NEVER pauses while reading; sectors are read on exact
  cycle schedule. XA-ADPCM realtime audio flows to the SPU decoder
  unconditionally (this alone removes the crackle).
- A data sector that comes due while the guest still has an unacked
  INT overwrites the sector buffer on schedule (hardware clobbers its
  FIFO the same way) and its data-ready INT1 pends ONE deep, presented
  the moment the guest fully acks (Beetle CheckAIP). A newer sector
  replacing an unpresented notification is counted + traced 'P'
  (Beetle "Previous notification skipped").
- Drive-state changes (Read/Play/Pause/Stop/Seek paths through
  start/stop_read_stream) cancel the pended notification (ClearAIP).
- The active-DMA refill path (deliver without new INT while a
  multi-sector CD DMA drains) is unchanged.

Verification on MMX4 (SLUS-00561) title/attract XA:
- CD_PUSH guest-cycle spacing: exactly 1,806,336 cycles (8 sectors at
  2x), min == max over 148 pushes (was 1.83-1.88M, systematically late).
- read_hold_cycles == 0 (was ~30.8M per 30 s) — kept as an always-on
  regression tripwire in cdrom_state.
- int1_pended == 0 during music: X4 acks fast; the pending path only
  arms for genuinely slow acks.
- spu_out/host tap rings: 6 Hz zero-gap storm (86-144 gaps/95 s of
  147-265 samples) eliminated; only real content silences remain.
- cd_underflow_frames stays 0 during playback.

Always-on observability added (ring-buffer doctrine):
- XA zero-run scanner in the decode path -> AUDIO_EV_XA_ZERO events
  (stage 0 = post-ADPCM, stage 1 = post-resample+volume, with LBA).
- CD_PUSH audio events now stamp the global guest-cycle clock (the
  spu_out sample stamp is pump-quantized and cannot measure cadence).
- cdrom_state: read_hold_cycles/read_hold_events (must stay 0),
  int1_pended / int1_lost / int1_pending_now.
- Savestate: pending_dataready fields appended to CDROM_SNAP_FIELDS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 13:55:52 -07:00
Matthew Stanley e8943945e1 Merge codex/tomba2-whoopee-beach-fix: native-wide flat/phase backdrop gates + FMV silent-hold
Tomba 2 widescreen enablers: [widescreen] nw_flat_backdrop /
nw_phase_backdrop native-wide mirror gates (canonical 4:3 untouched),
[video] fmv_skip_no_xa_hold for silent preloaded-logo auto-skip,
ws_dbg_stretch modes 7/8, fmv_state JSON escaping.

Conflicts (config_loader.h/.cpp, main.cpp) were both-sides-adds vs the
MMX4/5 clear_reveal work - resolved keeping both feature sets.
Compile + boot sanity: Ape build-release rebuilt and boots.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 13:48:56 -07:00
Matthew Stanley 264f00cee5 widescreen: native-wide flat/phase backdrop gates + FMV silent-hold (Tomba 2 Beach Town)
- [widescreen] nw_flat_backdrop: in the native-wide mirror only, stretch
  untextured flat primitives across the wide output (flat-colour sky/water
  backdrops). Canonical 4:3 framebuffer stays byte-for-byte untouched.
- [widescreen] nw_phase_backdrop: stretch textured prims emitted before the
  frame first shaded 3D primitive (authored 2D backdrop phase), isolating
  the sky from the textured 3D foreground. Both runtime-only, off by default,
  title-opted (draw ordering is title-specific).
- [video] fmv_skip_no_xa_hold (4..3600 vblanks): presentation-side
  fast-forward latch after the last silent MDEC decode, so auto-skip covers a
  preloaded logo authored post-decode wait (Whoopee Camp logo). Guest
  timeline unchanged; default stays the generic 4-vblank hysteresis.
- ws_dbg_stretch correlation modes 7 (all prims) / 8 (all flat prims).
- fmv_state: JSON-escape config_path + report fmv_skip_no_xa_hold.

Validated on Tomba 2: Release build, unattended first-attract captures at
4:3 / 16:9 / 21:9, zero unknown dispatches.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 13:45:23 -07:00
Matthew Stanley e5a958f86a Arm the text-image guard from the disc image; require it for the alternate game-start latch
The dirty-RAM text-image guard (685f38d) only armed when the loose local
boot-EXE file next to game.toml existed - found via find_project_root's
repo-marker walk. End-user release installs have neither a repo checkout
nor the EXE file (it is copyrighted game data), so the guard silently
never armed. Without it, fntrace's alternate game-start latch
(psx_game_address_in_text && dirty_ram_text_native_ok) cannot fire for
titles whose BIOS handoff enters text inside the shell-window shadow
(RAM 0x30000-0x5AFFF -> shell ROM until game-start): the shadow never
lifts, execution runs dead shell ROM bytes over real game text, and the
boot dies in a jump to PC=0 (Ape Escape v0.0.2/v0.0.3 release zips,
frame 14, both HLE and LLE boots; in-repo runs armed invisibly and
masked the bug during validation).

Fix, class-level for every title:
- main.cpp: defer guard arming until the disc path is resolved and add a
  second source - extract the boot EXE from the mounted disc image via
  ISOReader (basename of game.toml's exe field, SYSTEM.CNF BOOT token
  fallback). The disc is the same bytes the BIOS loads, i.e. the true
  reference; every install has one. Local EXE file still wins for dev
  checkouts. A loud WARNING prints when neither source arms (previously
  silent, which is how the broken releases shipped green).
- fntrace.c: the alternate game-start latch now requires a registered
  image (dirty_ram_text_image_registered). Its safety argument - "RAM
  still holds shell bytes that differ from the game image, so it cannot
  fire prematurely" - only holds when an image exists; with no image,
  native_ok degrades to !dirty and untouched text pages pass it,
  latching game-start before the EXE loads and clearing the dirty
  baseline mid-load. Without an image, only the exact entry_pc dispatch
  may latch (the pre-685f38d conservative behavior).

Verified: v0.0.3 zip contents + rebuilt exe in an isolated directory
(no repo above it) boots to the Ape Escape intro on both HLE and LLE
paths, guard armed from disc SCUS_944.23; in-repo runs still arm from
the local EXE.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 12:54:00 -07:00
Matthew Stanley dbfc124856 Merge master into feat/mmx4-widescreen-fw
Master brought the MMX5 true-wide generalization, which evolved this
branch's earlier X4 work (unified psx_ws_bg2d_* helpers, copied-a1 cull,
sltiu count sites, nw_left_hud_packet arena filter). Resolution keeps
master's evolved implementations and grafts the X4-only pieces on top:

- bg2d count_site accepts signed slti alongside sltiu (master style
  ?1u:0u emission); startx_site accepts subu rd,zero,rt (X4's
  -(scrollX & 15)).
- cull a1 move sites accept both move encodings (addu rD,a1,zero and
  addu rD,zero,a1) with a distinct addu-but-not-move error.
- HUD arena filter: master's nw_left_hud_packet_lo/hi is the single
  mechanism (X4's parallel nw_hud_source_lo/hi dropped); X4's broader
  prim coverage kept — ws_nw_hud_shift_vertices re-anchors polygons,
  lines and dots as rigid composites alongside the rect/sprite sites.
- mono_rect gets both ws_expand_fullscreen_rect and the HUD re-anchor.

Also carried from this branch: binary-search dispatch table and
Release-gated GL frame_perf instrumentation (auto-merged).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 10:52:04 -07:00
Matthew Stanley 97ea975580 widescreen: X4-generation 2D hooks — inline-count bg2d variants, copied-a1 cull, HUD source-range filter
Generalizes the Capcom 2D widescreen machinery for the MMX4 engine revision:

- [widescreen.bg2d] count_site accepts the inline slti/sltiu loop compare
  (X4/X5 style) alongside MMX6's li; startx_site accepts subu rd,zero,rt
  (X4's -(scrollX & 15)); inline-count sites route through the generic
  psx_ws_bg2d_* helpers that keep the emitted ring mask and skip MMX6's
  title-specific host-side refill state.
- [widescreen.cull] a1_sites now also accept a move rd,a1 (addu encoding):
  classifiers that copy the caller margin with no delay-slot nop widen the
  copied value instead.
- [widescreen] nw_hud_source_lo/hi: optional GP0 command-source range filter
  for nw_hud_corners, so a pure-2D game re-anchors only its dedicated HUD
  packet arena and never world sprites. 0/0 preserves legacy behavior.
  ws_nw_hud_shift_vertices re-anchors polygon/line prims as one rigid
  composite; mono rect/dot/8x8 sites shift too.

All helpers identity at 4:3; unset config keys are byte-identical.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 10:32:40 -07:00
Matthew Stanley 40b476c4e4 widescreen: finish MMX5 edge handling 2026-07-10 10:07:40 -07:00
Matthew Stanley 57ce271990 Merge branch 'master' into feat/mmx5-widescreen-fw
# Conflicts:
#	recompiler/src/config_loader.cpp
#	recompiler/src/config_loader.h
#	recompiler/src/main_psx.cpp
#	runtime/src/gpu.c
#	runtime/src/main.cpp
2026-07-10 08:52:29 -07:00
Matthew Stanley c3f4aab028 Merge feat/mmx6-widescreen: MMX6 true-wide support
# Conflicts:
#	runtime/launcher/launcher.cpp
#	runtime/launcher/launcher.h
2026-07-10 08:41:36 -07:00
Matthew Stanley e9ca97ad11 feat: finish MMX6 widescreen edge handling 2026-07-10 08:28:43 -07:00
Matthew Stanley 54df1ecf7b Merge feat/audio-quality-pin: measured audio-quality campaign (MMX5 complaint)
Always-on audio tap rings + SPU event ring (runtime + psx-beetle oracle),
audio_stats/audio_wav/audio_events debug commands, offline A/B toolchain.

Fixes, all measured against the Beetle oracle:
- clock-domain DRC bridge for SPU output (pull-mode, polyphase resampler)
- guest-cycle sample budget (768 cyc/sample exact; was 60.00Hz assumption)
- frame pacer bounded catch-up (was forgiving all >1-period debt)
- PI fill servo with anti-windup (was P-only with standing deficit)
- voice loop-address register is LIVE state (X5 stuck-voice +11dB fix)
- CDC decode-volume matrix (X5 music fades)

MMX5: underruns ~360 -> 1 per 150s; level -3.8 dBFS clipping -> -15.5
vs oracle -14.1. Cross-title gate: Tomba built+booted, bridge fill
stable at target, user ear-validated both titles.
2026-07-10 08:13:17 -07:00
Matthew Stanley 8dbe04e6c5 spu/cdrom: live voice loop-address + CD-audio volume matrix (X5 +11dB fix)
Two hardware-faithfulness fixes found by the always-on tap rings + Beetle
oracle A/B on fingerprint-matched attract music (tools/audio_pair_segments):
the recomp played the identical track at -3.8 dBFS vs the oracle's
-14.1 dBFS — +10.3 dB hot, clipping continuously.

1. spu.c: the voice repeat/loop address register (voice reg 7) is LIVE
   state on real hardware — writing it after KEYON retargets where the
   next END+REPEAT block jumps (Beetle spu.cpp:1150/333), and the block
   auto-latch (flag bit 2) updates the guest-visible register (386/1302).
   The recomp cached repeat_addr at KEYON only, so X5's driver idiom —
   KEYON, then point the loop register at a silent tail block; no KEYOFF
   ever — left voices looping the LOUD sample body forever. Measured: 3
   stuck voices re-looping ~1400x/s, 160k SPU events/min vs the oracle's
   633, zero game KEYOFF writes (the game never needs one), +11 dB.

2. cdrom.c: implement the CD controller's decode volume matrix
   ([src][port], 0x80 unity, pending banks + apply latch at 1F801803.3
   bit 5 — mapping copied from Beetle cdc.cpp:1483-1501, applied after
   the XA resample per PS1 hardware tests). X5 drives it constantly:
   0x73-0x7E steady, ramped to 0x00 at scene changes (measured via the
   new beetle `cdc_volume` command + PS_CDC::PSXRecomp_GetDecodeVolume
   peek). Without it music fades never happened and steady level sat
   ~0.6 dB hot.

Also: AUDIO_TAP_VOICES (T0 voice-sum tap) for source-by-source mix
decomposition, per-tap WAV rates, bridge stats in audio_stats.

Measured after (MMX5 attract, 20-25 s windows):
  spu_out RMS: -3.8 dBFS (clipping)  ->  -15.5 dBFS   [oracle -14.1]
  music-only chain already matched the oracle at -14.8 dBFS, confirming
  decoder + mixer gain equivalence; the entire excess was stuck voices.
  underruns: 2 events / 98 s (delivery fix holding).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 01:54:46 -07:00
Matthew Stanley 79cdb12eed feat: support MMX6 finite-map widescreen 2026-07-10 01:47:29 -07:00
Matthew Stanley d9dae48c8e widescreen: generalize Capcom 2D background hooks for MMX5 2026-07-10 00:57:03 -07:00
Matthew Stanley 9cf627113a audio: clock-domain DRC bridge for SPU output (fixes sustained crackle)
Replace the push-model SDL_QueueAudio output with the shared band-limited
polyphase resampler + P-only fill servo (recomp_audio_drc.h), fed by an SPSC
ring under SDL_LockAudioDevice and drained by a pull callback. The SPU renders
44100/60 per wall-clock frame while the host consumes on its own crystal; the
unsynchronized clocks drifted the queue to underrun (silence gaps = sustained
crackle). The bridge nudges the resample ratio <=+/-0.5% to hold the ring near
target so the queue never runs dry.

Measured on MMX6: legacy push ~1.5-2.5 underruns/s (queue draining to 0ms) ->
bridge 0 underruns, fill held ~50ms. PSXRECOMP_AUDIO_LEGACY=1 keeps the old
push path for A/B; PSXRECOMP_AUDIO_PROBE=1 prints the fill/underrun trend.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 00:50:55 -07:00
Matthew Stanley 5a5922d98f audio: always-on PCM tap rings + oracle WAV capture (SNES-campaign port)
Measurement infrastructure for the audio-quality campaign (MMX5 complaint),
ported from snesrecomp's audio_trace/oracle methodology and the
_audio_round2 tap model. No behavior change to the audio path itself.

- audio_trace.{c,h}: three always-on 95 s PCM rings — T1 spu_out (canonical
  spu_render output), T2 cd_in (XA/CD-DA PCM entering the SPU CD bus),
  T3 host (exact post-fade bytes handed to SDL_QueueAudio) — plus a 512k
  event ring (every SPU reg write stamped with the SPU sample clock;
  RENDER/PUMP_SKIP/UNDERRUN/MUTE/UNMUTE/CD_PUSH/SPU-DMA), audible-vs-
  silent counters (-42 dBFS gate), queue watermarks, and a server-side
  44100 Hz WAV dumper (rate exactness matters: snesrecomp da33c06).
- psx-beetle: the libretro audio callbacks stop discarding Beetle's fully-
  mixed reference SPU PCM and record it into the same tap ring. Port 4380
  gains audio_stats/audio_wav/audio_events with the identical wire protocol
  as the runtime (rule 16 symmetric harness) — the oracle WAV capture.
- debug_server: audio_stats / audio_wav / audio_events on the runtime port.
- tools: audio_ab_diff.py + audio_spectral_ab.py (drift-tolerant offline
  A/B: drift ppm, onsets, cents, timbre, click rate) and audio_analyze.py
  (first-dirty-tap cross-tap decision tree) ported from snesrecomp/
  _audio_round2; audio_capture_ab.py dumps both processes symmetrically.

Probes query history; nothing is armed at probe time.
2026-07-10 00:00:09 -07:00
Matthew Stanley 6da3c34a36 perf(cpu): idle-loop cycle-skip (wait-loop elision)
Detect a side-effect-free poll loop by its repeated same-PC interrupt
checks and, when the window touched no MMIO and issued no stores,
fast-forward guest time to the next internal device event
(vblank/timer/cdrom/dma/sio) in whole loop quanta — bit-exact versus
executing the spins one by one. Off switch: PSX_IDLE_SKIP=0 env or the
idle_skip TCP command; gated off in exception context, precise mode, and
lockstep.

memory.c adds the two always-on gates the skip requires: g_guest_store_count
(bumped at every raw store chokepoint) and g_mmio_access_count (bumped on
every device-page read/write). Any store or MMIO touch in the window
disqualifies it as a pure poll loop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 19:38:48 -07:00
Matthew Stanley 6a5f91a4c6 perf(overlay): capture live overlays in dirty boot-text + convergence backoff
Games that discard their boot/init code load gameplay overlays OVER the
main-EXE text window (Tomba 2: hot code at 0x1DA88/0x24548/0x3116C, below
its 0x38800 floor). Post-baseline, a DIRTY page in [KERNEL_WINDOW_END,
FLOOR) is by definition live overlay code the compiled image is stale for,
so make overlay_cache_window_contains() admit dirty boot-text pages as a
capture/candidate window instead of forcing ~300ns/insn interpretation.

Auto-capture convergence: replace the fixed trigger gate with
insn-pressure sizing and exponential futility backoff — retry only when
the manifest signature or loader candidate count actually changes, so
coverage stops churning once it has converged. compile_overlays.py moves
to entry-based coverage; autocapture.c escapes >=0x80 cp1252 bytes from
child-compile output so the status JSON stays valid UTF-8.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 19:38:48 -07:00
Matthew Stanley 4f80d22096 fix(sched): defer in-exception thread switch to a clean block leader (memcard fix #2)
The Ape Escape "Checking MEMORY CARD" thread-switch smear: a genuine in-exception
ChangeThread detected deep in nested host dispatch commits a poisoned TCB context
(stale resume-PC latch ahead of the live GPRs) -> the resumed consumer faults on
a smeared jumptable index (DISPATCH FATAL).

Fix #2 (user-agreed architecture): don't honor the switch at the poisoned nested
point. Resume the outgoing thread transparently at its OWN EPC, record the switch
as pending, and honor it at the next block leader where that thread is running
with a materialized resume PC -- re-saving it cleanly there. Do NOT require the
outermost STATIC dispatch boundary: the memcard consumer lives permanently inside
the nested dirty-RAM interpreter and never reaches it; the scheduler landing
already resets the nested dispatch/call-unit counters on the longjmp, same as the
immediate-switch path.

- interrupts.c: the kind-30 escape splits into immediate (outermost / toggle-off
  / no clean resume PC) vs deferred; new honor hook at the top of
  psx_check_interrupts; always-on thread_trace kinds 31 (defer) / 32 (honor) /
  33 (stale-drop). The deferred branch restores the outgoing thread's clean
  GPRs/HI/LO/SR AND cpu->pc (the in-exception RFE had left cpu->pc at the target).
- traps.c: psx_sched_save_context / set_current_tcb / current_tcb exports over
  the scheduler's private TCB accessors.
- A/B toggle PSX_DEFER_SWITCH (default ON); =0 forces baseline immediate switch.

Validated (LLE + HLE, ring-verified): converts the smear DISPATCH-FATAL into
forward progress -- the card driver now reads 108 blocks. A/B (PSX_DEFER_SWITCH=0)
proves the fix is SOUND: the remaining stall (SIO IRQ bit 7 masked in I_MASK, card
read never completing) reproduces IDENTICALLY with the fix off, so it is a
SEPARATE, pre-existing SIO-mask bug -- the next blocker, not this fix's residual.
Goal (file-select showing File 1-4) NOT yet reached.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 12:29:53 -07:00
Matthew Stanley c6dc87fdfa native-wide GL: fix center-blit double-buffer artifact + add GL wide_full TCP tool
- wide_blit_center now copies the canonical column into the wide-surface CENTRE
  over the FULL VRAM height, not just [disp_y, disp_h]. Ape vertical-double-
  buffers (display_y 0<->256, both bands in one wide surface); a scrolling
  cutscene (the cityscape intro) exposed centre rows outside the display band,
  which the disp_h-only blit left black -> horizontal black-band tearing. Full-
  height blit makes the wide centre bit-identical to the full-mirror output for
  every band. Fixes the regression; keeps the perf win.
- sticky gte_game_mode threshold/hysteresis retained (cutscene flicker fix).
- New GL wide-surface inspection over TCP: wide_dump_full backend method
  (glb_wide_dump_full) so the `wide_full` command dumps the ENTIRE GL compositor
  surface (both double-buffer bands + margins), matching the SW path. wide_shot
  (displayed band) already worked on GL. Lets native-wide be debugged entirely
  over the TCP server, no window focus.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:30:10 -07:00
Matthew Stanley ee09ab9bbb widescreen: generic Ape-Escape-class support + native-wide GL perf + cutscene flicker fix
Adds full 16:9/21:9 native-wide support for fully-3D titles (Ape Escape,
SCUS-94423) as a generic, opt-in, 4:3-byte-identical framework capability, plus
a native-wide GL compositor perf fix and a cutscene present-mode flicker fix.

Widescreen (generic, per-game opt-in via [widescreen*]):
- Shared screen-extent cull detector (runtime/include/ws_cull_detect.h) used by
  all three backends (recompiler, dirty-RAM interp, sljit). Per-game signature
  immediates ([widescreen.cull] screen_w_imms/screen_h_imms) — Ape's funnel
  tests 0x181/0xF1 on its 368px display, not Tomba's 0x140/0xE0.
- Three funnel idioms widened: unsigned per-vertex sltiu (psx_ws_cull_sltiu),
  signed min/max slti right edge + bare-bltz left edge (psx_ws_cull_slti/bltz,
  new helpers + SLJIT_HLP appends), and billboard center+/-halfwidth. Explicit
  [widescreen.cull] slti_sites for X-only funnels the auto-detector can't
  qualify.
- gte_game_mode: GTE-activity gameplay detector for 3D titles with no sprite-tag
  helper (gte.cpp notes every RTPS/RTPT). STICKY (>=3 verts, 45-frame hysteresis)
  so sparse cutscene frames never flip to a 4:3 pillarbox = fixes intro flicker.
- nw_hud_corners: push outer-third screen-space HUD sprites to the true wide
  corners in native-wide (else inset by the reveal).
- nw_backdrop: stretch a full-frame axis-aligned 2D backdrop quad to fill the
  wide frame (for titles with a flat sky plane).
- Pattern-scanned interp/sljit widen hooks now gated per-game (auto_screen_x /
  auto_backdrop): fixes an ungated auto_backdrop false-positive that rewrote a
  live GPR = the ~24s native-wide crash on Ape.

Native-wide GL perf (fixes 16:9 frame drops):
- The wide surface centre equals the canonical 4:3 framebuffer, so wide_blit_center
  copies canonical->wide-centre at present (both present paths) and the per-prim
  mirror SKIPS prims fully inside the 4:3 frame (mirror_x/geo/batch_center_only).
  Only reveal-margin prims re-rasterize. Peak frame time 38.8ms -> 17.5ms, no
  vsync misses. Toggle gl_wide_fast; 4:3 untouched (all gated on g_wide_cur).

Runtime-only except the recompiler cull emit (regen needed for cull widening).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:30:09 -07:00
Matthew Stanley f0e7197b63 text guard: decide native-safety by bytes, bless intentional data patches
Master's text-divergence guard (dirty_ram_text_native_ok) blocked native dispatch
of any compiled function whose text page is runtime-dirty (an overlay overwrote
it), falling back to interp and — when the entry can't be resolved there — to
psx_unknown_dispatch (FATAL). Tsumu's translation layer patches string/glyph DATA
tables that share a 4 KB page (and the guard's 256-byte compare window) with real
compiled functions, so a data patch diverged the page and fatally blocked
func_80070248 on boot ("unknown dispatch: 0x80070248").

Two-part faithful fix (general, not per-game):
- dirty_ram_text_native_ok now decides on the dirty/flagged path by BYTE-COMPARING
  the entry window against the reference image, not the coarse page-dirty
  heuristic. A data-only change no longer blocks a function whose own code bytes
  are unchanged; a genuine code overwrite still diverges -> interp (guard intent
  preserved). Pristine pages keep the no-compare fast path.
- New dirty_ram_text_bless(phys,bytes,len): text_xlate blesses every in-place RAM
  patch (glyph/msg_inplace/msg_sep) into the (runtime-owned, mutable) reference
  image, so intentional data patches read as data. Genuine game self-mod writing
  DIFFERENT bytes still diverges and is still caught.

Verified: Tsumu boots to the title screen with the English translation applied,
no fatal. Benefits every title (more precise guard).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 16:31:10 -07:00
Matthew Stanley d3034f9fc2 Merge branch 'master' into wt/tsumu
# Conflicts:
#	runtime/src/memory.c
2026-07-06 15:33:41 -07:00
Matthew Stanley fe6bd20a0e launcher: config-driven Localization dropdown + 2-column Settings
Adds a general, opt-in language selector to the RmlUi launcher, driven entirely
by game.toml [localization]:

  [localization]
  default = "en"
  languages = [ {code="en", label="English"}, {code="off", label="Default"} ]

- config_loader: parse [localization].default + languages[] into RuntimeConfig;
  add UserSettings.language with settings.toml [localization] parse + write.
- launcher: a "LOCALIZATION" panel in the Settings view (cycle toggle, matching
  the Renderer/Screen-model idiom) shown only when the game declares languages.
  The chosen code persists to settings.toml and rides UserSettings.
- text_xlate: new text_xlate_set_language() re-applies the language after the
  launcher (init runs before it); "off"/"jp"/"" disable APPLY (native game).
- main: seed/read-back the language through the launcher and re-apply on every
  boot path (so a settings.toml choice sticks even when the launcher is skipped).
- Settings view laid out in two columns (VIDEO | LOCALIZATION+AUDIO+CONTROLLER)
  with SYSTEM full-width below, so it uses the horizontal space and fits without
  scrolling; #root gains overflow-y:auto as a safety net.

Only games that declare [localization] get the menu (Tsumu today); byte-identical
for every other title.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 15:19:08 -07:00
Matthew Stanley 9b54441a8a repo cleanup: drop 16 stale handoff/overnight/resolved-bug docs; untrack scratch scripts + test binaries
Deleted dated session-scratch (HANDOFF*, OVERNIGHT*, SUMMARY*) and resolved-bug
writeups (memcard audit, Tomba2 attract/FMV/Whoopee, codex analysis, load4 wedge
superseded). KEPT docs still cited by canonical docs/source (RECURSION_BUG,
WEDGE_load4, CASE_A_AOT_GAP) and all current subsystem-design docs.
Untracked (gitignored, kept on disk): tools/_options_session/ (80 scratch scripts
w/ hardcoded paths) + runtime/tests/*.exe (build artifacts; .c sources stay).
Genericized sibling-project absolute paths in bios_hle.h + crash_trace.c; fixed
README link CURRENT_STATE->FAITHFUL_TIMING_PLAN.
2026-07-06 11:34:35 -07:00
Matthew Stanley 13d84d2f7b Merge branch 'pr9-kula' into merge-pr9
# Conflicts:
#	runtime/src/beetle_libretro.cpp
#	runtime/src/dirty_ram_interp.c
#	runtime/src/memory.c
2026-07-06 10:59:27 -07:00
Matt Stanley 58097452d8 Merge pull request #12 from chrisking1981/codex/text-divergence-guard
Guard static text dispatch with live RAM divergence
2026-07-06 10:58:14 -07:00
Matthew Stanley d78e7a784f text_xlate: [[vram_patch]] pre-rendered-strip layer + GP0-ring builder attribution
Two interlocking pieces from the Tsumu HUD/menu-label investigation:

- GP0 ring builder attribution (gpu.h/gpu.c/debug_server.c): op-0x80
  entries now carry a bounded guest-stack unwind (bld[6]) + copy-time
  $sp (csp); gpu_frame_dump emits func/ra per entry and csp+bld[] for
  copies. This cracked the HUD compose: whole label strips are
  MoveImaged from the glyph sheet (src 834/852,352 -> HUD cache y=32).

- [[vram_patch]] (text_xlate.cpp/.h + gpu.c hook): third translation
  layer for text that exists only as pre-rendered pixels in an
  uploaded texture asset (Tsumu HUD labels, menus, prompts live in
  the glyph-sheet image; the 144-glyph font has no katakana at all).
  On every GP0 0xA0 upload completion the configured rects are
  verified halfword-for-halfword against expected JP pixels and only
  then rewritten with the target-language pixels via the renderer
  facade (software/GL/supersample coherent). Re-applies on every
  re-upload; verify-fail leaves foreign assets untouched. Debug:
  xlate stats gains vram_patches/vram_applied; new "vpatch"
  force-apply subcommand for config iteration without rebuild.

Verified on-screen: HUD "STAGE: 1-1 / BATTERY: 100", pause menu
(CONTINUE/RESTART/GIVE UP/CHANGE CONTROLS, TARGET BATT), title-menu
strips. docs/STRING_TRANSLATION.md Appendix Z documents the model,
mechanism, authoring recipe, and remaining strip backlog.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 01:41:42 -07:00
Matthew Stanley f00631eaab text_xlate: per-glyph label RAM source-patch layer
Adds a third translation path to the framework for UI text drawn
glyph-by-glyph as sprites from a fixed-stride, space-padded EXE table
(Tsumu's 59-slot level/stage-name array at 0x80070300..0x800708FE).
Such labels carry no string pointer and no terminator, so the existing
dispatch/arg-scan message hook can never reach them.

Instead, [[glyph_label]] TOML entries drive a load-time RAM source patch:
once the EXE label region is resident, each confirmed slot is verified
byte-for-byte against its expected JP source bytes, then overwritten with
the target-language text (fullwidth-Latin Shift-JIS, little-endian)
re-padded with fullwidth spaces to exactly the slot width. The game's own
per-glyph routine then draws English. Verify-before-patch means a slot is
never touched unless the exact JP label is present; writing exactly
`width` bytes (== the table stride) means a patch never spills into the
adjacent slot.

- label_transcode_le(): UTF-8 -> fixed-width LE fullwidth-SJIS, truncated
  to whole cells, fw-space padded; never exceeds width.
- glyph_labels_patch_locked(): idempotent verify-and-patch scan, run from
  the dispatch hook while any label is unpatched (throttled; a single
  relaxed load once g_glyph_pending hits 0).
- Loaded/gated exactly like message entries (language column, PSX_LANG,
  apply-armed). "xlate glyph" debug subcommand reports per-slot status.

Verified (build-dbg, headless): all 59 slots patched (glyph_patched=59,
pending=0), RAM byte-exact English at TOWER/SANDBOX/JELLYFISH/LOOP THE
WARP, game alive at 26M dispatches. Framework code only; no regen, works
in Release. Table + user visual sign-off in TsumuRecomp/translations.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 15:51:40 -07:00
Matthew Stanley 902a07bbce launcher: settings pages + live controls rebind via shared psx_keybinds module
RmlUi launcher grows a Settings surface (renderer / supersampling / AA /
texture filter / screen model / skip-FMV / turbo / fullscreen / widescreen /
SPU-HQ / deadzone / BIOS / disc) and a live Controls rebind page. Bindings
persist to keybinds.ini through the new shared runtime module
runtime/include/psx_keybinds.h + runtime/src/psx_keybinds.c; main.cpp routes
SDL input through the rebindable table. Ape Escape is the first consumer;
the feature is game-agnostic framework code.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 13:26:11 -07:00
Matthew Stanley 46d43555e6 runtime: on-the-fly string translation mechanism (capture + apply)
Implements the framework from docs/STRING_TRANSLATION.md: an always-on
capture inventory + a draw-time apply hook, both hung off the psx_dispatch
chokepoint via fntrace_record (no generated-code edits, no BIOS regen,
works in Release).

- text_xlate.{h,cpp}: EncodingProfile abstraction (shift_jis profile:
  SJIS record reader with NUL/0xFFFF terminators + halfwidth-kana + control
  framing; UTF-8 -> fullwidth-SJIS transcoder so English renders with the
  font's existing fullwidth Latin, zero glyph injection). Capture inventory
  (FNV-1a64 keyed) queryable over TCP; apply repoints the string-arg reg at
  guest-stack scratch (KV-gated: only known records are swapped, stray
  pointers untouched; own scratch is skipped to avoid recapture).
- fntrace.c: call text_xlate_on_dispatch() at the dispatch chokepoint.
- config_loader: [localization].language (+ [runtime].language alias);
  env PSX_LANG overrides. Loads translations/*.toml per project.
- main.cpp: text_xlate_init() at game-config load.
- debug_server: "xlate" command (stats|dump|todo|reload) — observability
  over TCP, no log files.

Verified: builds (Release), Tsumu boots headless, capture live
(distinct records accumulating), apply disabled until a table is present.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 11:42:07 -07:00
Matthew Stanley 9179c1ad5d debug: stop observability from perturbing SIO; add fmv_state command
debug_server_record_frame (every vblank) and the sio_state handler read
SIO_STAT/CTRL/RX via the GUEST-BUS sio_read(), which has hardware
side-effects: sio_tick(0) advances the delayed-IRQ state machine, reading
SIO_STAT decrements sio_ack_visible_reads and clears the ACK bit, reading
SIO_RX_DATA pops the RX FIFO. So the observer silently mutated the SIO/pad
handshake every frame in dev builds (the cardinal observability-alters-state
violation the event_ring header itself warns against).

Add side-effect-free sio_peek_stat/ctrl/rx_data() and use them on the debug
path; the guest bus keeps sio_read() with its real side effects. Also add an
fmv_state TCP command reporting the resolved config path + auto_skip_fmv +
frame-count-table params + live MDEC/XA/pad state, so the FMV-skip + config
state can be observed rather than inferred.

Note: this removes a real per-vblank SIO perturbation but is NOT the full fix
for the dev-build FMV-skip divergence (residual is the cycle-timing-core
class; see precise_irq_slice_state). It is correct observability hygiene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 23:51:31 -07:00
Matthew Stanley d3d766c5c3 parity_trace: implement read-ring readback (fixes psx-beetle build break)
The committed beetle debug server (h_parity_dump reads=1) and beetle_libretro
read hook already referenced parity_trace_reads_get / parity_trace_reads_total /
parity_trace_note_read, but only a dead per-watch scalar table existed — the two
readback functions were never implemented, so every psx-beetle rebuild failed to
link (blocking the oracle entirely).

Implement the dedicated READ ring as the symmetric counterpart of the write ring:
note_read pushes one ParityEntry per read of a watched word, carrying reader
provenance (pc = load PC, epc = read address, target/watch[slot] = loaded value)
PLUS that slot's current last-WRITER metadata (wpc/wcycle/wframe/wtcb). One read
row therefore answers "who read what value, and who last wrote it." reads_get /
reads_total mirror parity_trace_get / parity_trace_total (newest rows, oldest
first). Reset clears the ring. Removes the unused scalar last-reader table.

Validated: psx-beetle links + boots; PSX_PARITY_TRACE=1 accrues well-formed read
rows (reads_total>0, reader+writer provenance populated).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 12:55:10 -07:00
ai-tdd-labs 685f38dacb Guard static text dispatch with live RAM divergence
Packed games can rewrite code over their own loaded EXE text after static recompilation. A dirty-page bit alone is too coarse for dispatch decisions: it prevents stale native execution, but it also cannot distinguish data writes in a text page from instruction bytes that actually diverged from the compiled image.\n\nRegister the boot EXE image as a reference and let memory writes mark text pages whose bytes differ from that image. Static game dispatch now asks whether the target remains native-safe; diverged pages fall through to execute live RAM through the dirty interpreter, while matching code bytes can still use the compiled path.\n\nConstraint: Runtime-installed or rewritten RAM code must execute the program's own instructions, not HLE or stale static code\nRejected: Keep the existing dirty-page-only gate | too coarse for packed/self-modifying main text and data writes sharing code pages\nConfidence: medium\nScope-risk: moderate\nDirective: Do not bypass dirty_ram_text_native_ok() at game compiled dispatch sites without proving RAM still matches the compiled image\nTested: Local Tekken 3 branch using this mechanism reaches playable fights; clean upstream worktree compiles changed main/memory/dirty files before hitting an unrelated existing macOS overlay_loader LONG/InterlockedExchange build error\nNot-tested: Full upstream macOS build completion; non-macOS build matrix
2026-07-04 16:41:29 +02:00
Matthew Stanley e9b4ed5bbf gl: frame_perf CPU-side attribution - flush/wide wall time + plumbing counters
Tomba2 16:9 GL reproduced the reported collapse (12-14fps) and the GPU-side
split EXONERATED the GPU: scene_gpu ~10ms, mirror ~0.2ms, while emu_cpu is
~82ms (vs ~15ms in squash). gl_ws_ablate=1 (mirror passes fully off) leaves
it at ~75ms, so the wedge is CPU work outside the mirror draws. The GL
submission paths run INSIDE guest emulation (GP0/DMA processing), so driver
CPU cost lands in emu_cpu where no GPU timer sees it.

frame_perf now reports, per wide/4:3 frame class: CPU wall inside
flush_tex_batch (cpu_flush_ms_avg), CPU wall inside the glb_wide_* entry
points (cpu_wide_ms_avg), batches/frame, wide target sets/frame, and wide
FBO creations/frame (a nonzero steady value = surface recreation churn).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 20:23:06 -07:00
Matthew Stanley f5362f4ce9 gl: frame_perf mirror-pass GPU split + gl_ws_ablate ablation toggles
Native-wide perf attribution instrumentation (permanent):
- Each wide-mirror pass (tex-batch mirror, flat-geometry mirror, overlay
  full-width rect, wide_clear) is bracketed with a GL_TIMESTAMP pair
  (glQueryCounter; TIME_ELAPSED cannot nest inside the frame scene query).
  Pairs pool per buffered frame (1024/frame), summed at readback into
  mirror_gpu_ms + mirror_passes per sample; frame_perf now reports
  mirror_gpu_ms_avg/max, canon_gpu_ms_avg (scene minus mirror),
  mirror_passes_avg and mirror_pass_us for wide frames.
- New debug cmd gl_ws_ablate mode=<0..3>: 0 normal, 1 skip mirror passes
  entirely, 2 mirror state churn without draws, 3 mirror draws stay on the
  hr FBO (no per-pass FBO rebind; content-corrupting perf probe).

First MMX6 16:9 measurements with the split: mirror passes cost 20-125us
EACH (FBO ping-pong penalty per pass) but MMX6 2D batches to ~3-15
passes/frame so 16:9 attract holds ~60fps on this branch; the per-pass
cost x ~900 immediate flat prims is exactly the Tomba2 3D 60ms scene.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 19:59:53 -07:00
Matthew Stanley 2d2f4aebb4 gl: fix black-frame flicker (ISSUES #7) — exact pending-upload rects, not a union
Root cause (proven via the new present ring + gl_coh_ring correlation):
flush_cpu_upload() merged all pending CPU->VRAM writes into ONE union
bounding box. A frame with two disjoint uploads (sprite column + tile row —
routine MMX6 texture streaming) produced a union spanning the display
framebuffers, which the flush painted from the STALE CPU VRAM mirror (the
FBO is authoritative under GL) — stomping live frames with black for
exactly two presents (one per double-buffer parity). Scene-dependence of
the uploads made it look config/timing dependent; the software renderer is
immune because its CPU array is authoritative.

Fix: exact pending-rect list (16 rects; merges only when zero uncovered
pixels are added — containment or same-band extension; wrap-aware GP0(A0)
transfers split into up to 4 exact rects instead of the old "wrapped: take
all" full-VRAM union; overflow -> order-preserving flush-all; pre-context
union retained where the CPU array is authoritative). Merge rule verified
by a 20k-randomized-rect host test (0 stale / 0 missing painted pixels).

Observability (always-on): gl_present_ring records every SwapWindow (path,
src/letterbox rects, drained glGetError, wall-ms, backbuffer + blit-source
pixel samples) — the instrument that gave the 1:1 black-capture
correlation. debug_server_send_fmt now heap-formats responses >64KB (they
previously truncated into unparseable JSON, breaking large ring dumps).
(debug_server.c also carries the Vulkan screenshot_file sync hunk from the
concurrent VK bring-up; see the next commit.)

Validated: ~18-min MMX6 GL attract soak, ~1600 window captures across 3+
attract cycles — zero isolated black frames, zero GL errors (pre-fix:
19/40 captures black at the intro). Tomba1 build-gl boots clean; its full
attract soak follows. ENHANCEMENTS.md added (framework enhancement ledger,
R1 OpenGL / R2 Vulkan state).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 16:26:48 -07:00