Commit Graph

30 Commits

Author SHA1 Message Date
Shokunin 84d718f981 GL: forget the bezel texture when the renderer shuts down
The session reset clears g_bezel_path, which only stops the next load.
gl_renderer_shutdown() deleted the context but kept s_bezel_tex, and
present_bezel() draws whenever that name is nonzero, so a lobby rematch
would bind the previous session's texture name in its new context.
Shutdown now drops it through gl_renderer_set_bezel(NULL, 0, 0) while
the context is still current. Only a soft return to the lobby and
process exit shut the renderer down.

The source guard checks the shutdown call and set_bezel's NULL path.
MOD_PACKAGES.md says what each half of the bezel reset does and gives
the exact reset values for the adaptive cap and the native pacing rate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:05:17 -07:00
Shokunin 06c3615934 Document session starts and mod-owned state
MOD_PACKAGES.md: which mod-owned host state the runtime resets at each
session start and when (every session, or later sessions only), what is
exempt and why (the renderer and fixed aspect are launcher controls;
guest/GPU-DMA memory, texture-packet arenas and banks live for the
process), and what the lobby rematch, the one in-process second session,
does not re-run: activation and the controller, load and disc-speed
resets. Function-entry hooks are described through the existing
plan-gated contract (commit and netplay clear empty the table; only
activation rebuilds it).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:48:11 -07:00
Matthew Stanley 78534deff4 mods: [runtime] hide_hidden_mod_features opts the launcher into never showing hidden features
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 16:41:47 -07:00
Matthew Stanley c547f3b967 mods: implicit cross-package feature requirements ([[requirement]], format 7)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 13:58:16 -07:00
Matthew Stanley 141eb39002 mods: let titles exclude framework builtins with EXCLUDE_BUILTIN_MODS
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 12:11:39 -07:00
Matthew Stanley 199cfe01bc mods: flat function-entry hook table built at activation; interpreter skips it when empty
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 07:34:20 -07:00
Matthew Stanley 41a76a72d8 mods: resolve function-entry plugins and run them only for the active plan
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 00:27:12 -07:00
Matthew Stanley f9109e21c6 Resolve relative bezel artwork paths against the exe directory
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 22:27:47 -07:00
Matthew Stanley f2352e3d32 Keep retained scene aspect until the next displayed buffer flip 2026-09-13 19:27:03 -07:00
Matthew Stanley e3beb365ba Add opt-in native-wide presentation hold for retained loading scenes 2026-09-13 19:11:21 -07:00
Matthew Stanley 57648745a3 mods: the framework stages the title's catalog too (5 titles could not package)
4cc04be3 ("rebump") renamed the staged mod catalog from <exe>/mods/packages to
<exe>/mods/bundled so that a rebuild could wipe build output without deleting
the player's own installed mods. runtime.cmake followed the rename. The shared
release module followed it (release_overlay_stage.ps1's Add-ModCatalog reads
mods/bundled). docs/MOD_PACKAGES.md already described the destination as "the
framework's mods/builtin/packages PLUS the title's mods/preloaded/packages".

No title CMakeLists followed, because the second half of that sentence was
implemented five times, once per repository, as a hand-written

    add_custom_command(TARGET psx-runtime POST_BUILD
        COMMAND ${CMAKE_COMMAND} -E copy_directory
            "${<TITLE>_PRELOADED_MODS}" "$<TARGET_FILE_DIR:psx-runtime>/mods")

in ApeEscapeRecomp, Tomba2Recomp and MegaManX4/5/6Recomp. That names the
destination as a STRING. There is no symbol, no header, no link dependency --
so renaming a staged output directory breaks nothing a configure, compile or
link step can see, and the diffstat of the commit that does it looks cosmetic.
The five titles went on staging into a directory neither the launcher nor any
packager reads, and discovery was deferred to whichever title next ran a
release packager, in a different repository, on a later day.

MEASURED, on real build output. Framework origin/master 22fbbfca plus
Tomba2Recomp origin/master cdf00af, both unmodified, both built:

  build-dir mods/
    bundled/psx.enhancement.cd-speed          <- framework, correct
    bundled/psx.enhancement.fast-loading
    bundled/psx.enhancement.pgxp
    bundled/psx.presentation.bezel
    packages/tomba2.debug.debug-menu          <- title, stranded
    packages/tomba2.enhancement.skip-fmvs
    packages/tomba2.enhancement.widescreen
    packages/tomba2.experimental.interpolated-frame-rate

and Add-ModCatalog run against that tree, from this commit's parent:

  Mod catalog is missing package(s) the sources define:
  tomba2.debug.debug-menu, tomba2.enhancement.skip-fmvs,
  tomba2.enhancement.widescreen, tomba2.experimental.interpolated-frame-rate.
  They exist in the source tree but did not reach ...\mods\bundled, so the
  release would ship a Mods page the dev build does not have.

Shipped releases are NOT affected. Tomba 2 v0.0.9 pins 04d9184b, which is an
ancestor of 4cc04be3 and contains zero occurrences of migrate_legacy_root and
bundled_root; its artifact is a self-consistent mods/packages layout. This is a
forward break only.

THE FIX PUTS THE LAYOUT IN ONE PLACE.

psxrecomp_add_runtime_target() gains a one-value keyword PRELOADED_MODS_DIR.
A title declares WHERE its packages live and never HOW they are laid out:

    set(APE_PRELOADED_MODS "${CMAKE_CURRENT_SOURCE_DIR}/mods/preloaded")
    psxrecomp_add_runtime_target(psx-runtime
        ...
        PRELOADED_MODS_DIR "${APE_PRELOADED_MODS}")

A keyword argument rather than a positional one or a variable read out of the
caller's scope, for three reasons. It is what the other fourteen one-value
arguments already are, so it needs no new convention and reads the same as the
LAUNCHER_BOXART line next to it. A pre-set variable would be invisible at the
call site and would silently do nothing if set after the call -- the same
"fails quietly in the caller's repository" shape as the bug being fixed. And it
is PER TARGET, which a global variable cannot be: Tomba 2 has two runtime
targets needing two different catalogs (mods/preloaded, mods/preloaded_ita).
psxrecomp_v4_add_runtime_target and psxrecomp_add_game_runtime both forward
their remaining arguments, so it reaches through both wrappers unchanged.

_psxrt_stage_mod_catalog() now emits, in one POST_BUILD command sequence per
runtime target: wipe mods/bundled; remove exactly the ids it is about to stage
from any pre-existing mods/packages; copy the framework builtins; copy the
title's packages; copy <dir>/README.md to mods/README.md; verify. Consequences
worth stating:

  * mods/README.md previously reached mods/ only as a side effect of copying
    the whole mods/preloaded tree. Now that only packages/ is staged it is
    copied on purpose, or it would silently disappear. Checked per title: all
    five carry mods/preloaded/README.md and none carries a root mods/README.md,
    so mods/preloaded/README.md is the only source there ever was.
  * a title may still OVERRIDE a framework builtin at the same id and version,
    because the framework copy runs first and the title copy overwrites it.
    Tomba 2's Italian catalog relies on exactly this, shipping localized psx.*
    manifests. The id LIST is deduplicated for the assertion and the reported
    count while the copies keep both, or the build claims to stage 11 packages
    for a catalog that holds 7.
  * COSIM targets stage nothing. They have no launcher and no Mods page, and
    they land in the same output directory as the real runtime, so letting one
    stage had it wipe and re-stage the runtime's catalog with only the
    framework half whenever -DPSX_BUILD_COSIM=ON built it last.

TWO GUARDS, because the failure mode being closed is silence.

Configure time: a project with packages under mods/preloaded/packages that does
not declare PRELOADED_MODS_DIR is a FATAL_ERROR naming the packages and the
argument to add. That is exactly the missed-title state and it is detectable
before any build runs. An empty packages/ is fine (the scaffold creates one),
and PRELOADED_MODS_DIR NONE is the explicit opt-out.

Build time: runtime/psx_check_mod_catalog.cmake fails the build if a declared
package did not reach mods/bundled, or if any package this build stages turned
up under mods/packages -- which after this change can only mean a CMakeLists
still stages its own catalog by hand. It runs as the LAST POST_BUILD step, via
cmake_language(DEFER), because POST_BUILD commands execute in registration
order and the framework block registers BEFORE anything a title adds after its
psxrecomp_add_runtime_target() call. Verified by inspecting build.ninja: the
deferred command lands after a title-registered POST_BUILD, not before it.

The deferred pass takes NO arguments and reads its work list out of global
properties. cmake_language(DEFER CALL <fn> "${var}") does not carry a
function-local variable through -- measured with cmake 4.2.2, the callee
receives an empty argument and an add_custom_command built from it fails at
directory end with "CMakeLists.txt:DEFERRED". Recorded so the next reader does
not re-derive it.

Ids the build does NOT stage are deliberately left alone in mods/packages. On a
self-compiling setup release that directory can hold packages the player
installed under the pre-split layout, and mod_packages.cpp's
migrate_legacy_root() relocates those into mods/installed on the next launch.
Removing only the ids this build stages is also what lets a build directory
made before the split be migrated silently, so the guard's "an id turned up in
mods/packages" report has no false positives.

The same script is registered as the ctest psx_staged_mod_catalog_test in every
project that stages a catalog, with REQUIRE_STAGED=0 so a tree where the
runtime was never built reports a skip rather than a spurious failure. Where
two runtime targets share an output directory it accepts either target's
complete catalog, since after a full build mods/bundled holds whichever linked
last -- which is correct for the packager, as it builds exactly one target per
variant, and each target's own POST_BUILD guard already verified its catalog at
stage time.

TESTS. runtime/tests/test_mod_catalog_layout.py exercises the guard against
on-disk fixtures: a reproduction of the broken state as it actually appeared
(bundled/ holding the four psx.* ids, packages/ holding the four game ids), a
declared package simply absent, a package directory with no manifest.toml, a
FOREIGN legacy package that must NOT fail the build, the require-staged split
between the two callers, and the shared-output-directory sibling case. It also
pins two source invariants in runtime.cmake so the layout cannot drift back
into per-title copies. Registered in runtime/CMakeLists.txt; the
test-registration guard reports 123 test file(s), all registered.

Framework ctest: 59/59 pass, 2 pre-existing DISABLED.

Also updated so the next title does not repeat this: the project scaffold
template now passes PRELOADED_MODS_DIR (it staged no catalog at all before, so
a scaffolded project with mods/preloaded/packages shipped none), and
docs/MOD_PACKAGES.md gains a "How bundled/ gets staged" section written at
titles.

Bead beads-eio.3.101. The five title-side patches must land AFTER this commit:
they reference PRELOADED_MODS_DIR, which does not exist before it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-02 16:37:19 -07:00
Alex Vanderveen 4cc04be3e6 rebump 2026-09-02 13:26:06 -04:00
Alex Vanderveen d6529481d4 packaging: a developer channel, kept out of published releases
Mods under active development had nowhere to live: a package was either in
the catalog and therefore in every release, or not built at all. Widescreen is
the immediate case -- it engages, but it is unvalidated as gameplay and FF7's
pre-rendered field backdrops still cull at the 4:3 bound, so it is not
something to put in front of players yet.

A package now declares its own maturity with channel = "developer". It still
ships with ordinary local builds and local exports, so it can be tested
exactly as a player would see it, and release packaging drops it.

The exclusion defaults from $CI -- on under any CI provider, off locally.
That is deliberate: a per-workflow opt-in is precisely the shape that left 21
of 23 ports shipping no mods at all, so this must not need 23 release
workflows edited to take effect. --exclude-dev-mods / --include-dev-mods and
EXCLUDE_DEV_MODS=0|1 override in either direction, and Studio's
`build export --exclude-dev-mods` reproduces what a release contains.

Applied in all three packagers (setup-host, Windows, macOS). Each prunes the
whole PACKAGE directory and then asserts no developer manifest survived --
including the SOURCE catalog under mods/preloaded, since the setup-host zip
rebuilds on the player's machine and would otherwise re-stage the package the
release just removed.

A manifest is never rewritten during packaging: editing a package while
packaging it would change content meant to be verifiable, which is why the
marker is package-level rather than per-feature.

Verified by packaging: local keeps 5 catalogs, CI=true drops to 4 with no
ff7.enhancements entry anywhere in the zip, and EXCLUDE_DEV_MODS=0 under
CI=true restores it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0194TYJAqgyG9a9PJe9uUcgQ
2026-08-29 20:25:08 -04:00
Matthew Stanley 84a901289d mods: make bezel artwork user-selected 2026-08-24 17:03:52 -07:00
Matthew Stanley c8e3dac678 presentation: expose bezel artwork as a mod 2026-08-24 15:15:15 -07:00
Matthew Stanley 67757efac4 feat(runtime): add CHD discs and mod-owned loading modes 2026-08-03 22:32:17 -07:00
Alex Vanderveen 3da61df355 Revert "ok"
This reverts commit b836f2198c.
2026-07-29 03:18:10 -04:00
Alex Vanderveen b836f2198c ok 2026-07-29 03:15:42 -04:00
Matthew Stanley 99abda239f feat(mods): add pre-runtime activation plugins 2026-07-26 20:18:00 -07:00
Matthew Stanley a4afb828ac feat(mods): add trusted static vblank plugins 2026-07-26 18:59:10 -07:00
Matthew Stanley 05e569c121 runtime: add sparse guarded mod fields 2026-07-25 21:42:35 -07:00
Matthew Stanley ddf3ca8962 feat: add ordered mod values and MIPS pair patches 2026-07-25 21:14:28 -07:00
Matthew Stanley bd460f3ce1 fix: guard complete dynamic patch records 2026-07-25 21:14:28 -07:00
Matthew Stanley eb3b4db599 feat: add bounded integer mod patches 2026-07-25 21:14:28 -07:00
Matthew Stanley 82bb5a21af fix: compose compatible partial mod overlaps 2026-07-25 21:14:28 -07:00
Matthew Stanley 968c9c23ce feat: add feature-oriented mod resolution 2026-07-25 21:14:28 -07:00
Matthew Stanley 50d4f456bf fix: preserve independent mod toggles 2026-07-25 21:14:28 -07:00
Matthew Stanley 9ff287c1fa feat: support multi-option mod conditions 2026-07-25 21:14:28 -07:00
Matthew Stanley 6c1bd61a1f feat: derive modded discs from verified stock images 2026-07-25 21:14:27 -07:00
Matthew Stanley 316eaa44a7 feat: add versioned runtime mod packages 2026-07-25 21:14:27 -07:00