Commit Graph

3124 Commits

Author SHA1 Message Date
Shokunin 9515cb7dfe idle_skip: elide store-counter wait loops (PsyQ v_wait)
idle_skip only skipped loops with zero stores and a single interrupt-check
edge, so it never fired on PsyQ libetc's v_wait -- the VSync(0)/VSync(n)
spin most PsyQ titles run each frame -- which decrements a stack timeout
word every pass and crosses two block edges.

New opt-in on top of idle_skip, [runtime] idle_skip_store_counters
(PSX_IDLE_SKIP_EXT=0/1 for one run):
- an iteration may span up to 8 block edges; the first edge is the anchor
  and the edge count must be stable;
- one word store per iteration to the same RAM/scratchpad address whose
  value drops by exactly 1 (a register holding it may drop with it).
Skips lower the counter by k (never to <= 1) and, for multi-edge loops, land
on the anchor strictly before the next device event so an IRQ is taken at
the same edge as without the skip. memory.c records the last word store's
address and value for the detector.

R4 race, 3600 frames from one savestate, held input: cyc, mmio, mc, sp, sc
and qc identical every frame; wc differs only by the elided counter stores.
Release build on an Apple M4: emulation-thread busy 47.5% -> 34.9% at 60 Hz.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:31:25 -07:00
Matt Stanley 54abcb70b4 Merge pull request #589 from RetroPortingToolKit/feat/gl-bloom
GL: opt-in bloom ([video] bloom) from 3D and additive primitives, never the HUD
2026-10-13 10:23:53 -07:00
Matthew Stanley 1473c66772 Merge validated renderer fixes into generic post-effect pipeline 2026-10-13 10:18:03 -07:00
Matt Stanley 081aeb1ada Merge pull request #619 from FractalEngineer/feat/vr-desktop-mirror
VR: desktop spectator mirror of the headset eye view
2026-10-13 10:12:34 -07:00
Matt Stanley 6eaf078699 Merge pull request #584 from RetroPortingToolKit/feat/gl-dithering
GL: PS1 dithering by default (native grid), elective fine/off modes
2026-10-13 10:10:53 -07:00
Matt Stanley 7b12bd9ef1 Merge pull request #596 from RetroPortingToolKit/perf/gl-pbo-upload
GL: upload the HD-authoritative raw mirror through a pixel-unpack buffer
2026-10-13 10:09:44 -07:00
Matt Stanley a042ed00c8 Merge pull request #610 from RetroPortingToolKit/feat/netplay-host-output
Mod plugins: netplay = "host_output" (read-only hooks stay on online)
2026-10-13 10:09:37 -07:00
Matt Stanley 2095249191 Merge pull request #640 from RetroPortingToolKit/fix/display-ring-full-frame
display_ring_get: whole display (480i, depth24) from the frame VRAM snapshot
2026-10-13 10:09:30 -07:00
Matt Stanley 20d31bea1a Merge pull request #639 from RetroPortingToolKit/fix/cue-sector-geometry
Disc geometry from cue TRACK mode / sector-0 sync, never file length
2026-10-13 10:09:23 -07:00
Matt Stanley 53898b958a Merge pull request #635 from RetroPortingToolKit/fix/spu-restore-phase
SPU: anchor the restored sample phase to the restored clock at load
2026-10-13 10:09:17 -07:00
Yves c27abb3b05 VR: desktop spectator mirror (single eye, on by default)
The window shows the live XR eye textures while a session runs, so the headset view can be watched on the monitor. Default is the left eye filled to the window; PSX_VR_DESKTOP_MIRROR selects 0 (keep the legacy desktop presentation, the side-by-side pair), 1 left (default), 2 side-by-side, 3 right. Uses the exact textures submitted to the runtime.
2026-10-14 00:58:53 +08:00
Shokunin 8dbe2165ff bloom: cost of real and generated frames
Smooth motion lost most of its generated frames with bloom on (R4 race,
120 Hz: ~30% of bloom-off). Measured and fixed in order of cost:

- Depth-stencil blits (CPU milliseconds each on macOS) are gone:
  generation surfaces no longer copy the marks and are not marked while
  drawn (generated frames reuse the newer real frame's mask); the
  native-wide centre copy is colour only again and the mask takes the
  centre's marks from the hr surface; the mask itself is resolved in the
  presented surface's own pixels through an R8 target that shares the
  surface's depth-stencil renderbuffer, then mapped to the window.
- Marking needs one pass per batch, not two: 3D batches only set, 2D
  opaque ones only clear, semi-transparent ones only set; only batches of
  unknown make (queued replays, lines) still do both.
- No full-size copy of the image: `source_down` (a blit straight to the
  pass's size) feeds the bright pass, and the composite screen-blends onto
  the window (`blend screen`; unlit pixels are discarded, so they keep their
  exact value). The debug split/bloom-only views go with the copy.

M4, R4 race, render thread + reprojection, PSX_FRAME_GEN_FORCE, a host
loaded by other work (absolute rates low): bloom pass on real / generated
frames 1.2 / 0.7 ms at 1080p, 1.3 / 0.9 ms at 1440p, 2.6 / 1.6 ms at 4K
(glFinish-bracketed); generated frames with bloom 79-80% of bloom-off at
all three (was ~30%). A 1/8-resolution blur chain was tried and kept no
more frames, so the 1/4 chain (the look) stays.

Tests: parser (blend, source_down, bloom preset reads no full copy), GL
fixture (source_down + blend screen chain exact; HUD and mask checks
unchanged), FXAA unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 04:03:35 -07:00
Shokunin 6e27cdb111 Re-stamp OpenBIOS emitter fingerprint after rebase on master
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:20:02 -07:00
Shokunin de8d286180 Dithering: native-grid pattern is the default, internal-pixel is elective
Review of #584: the default must not make guest-visible VRAM depend on the
internal scale. Mode 1 ("on", default; "scaled" kept as an alias) now
puts the PS1 pattern on the native VRAM grid; mode 2 ("fine") is the
elective per-internal-pixel pattern. gl_dithering_test checks the default
mode's native VRAM is identical at 4x and 1x (equal-colour Gouraud now
averages 15.50 in the default at every scale). Docs keep the
semi-transparent approximation explicit. OpenBIOS stamp regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:18:29 -07:00
Shokunin abbae48947 Dithering on by default with explicit per-primitive eligibility
Maintainer review of #584: PS1 dithering is hardware behaviour, so it is
now on by default whenever the guest sets GP0(E1h) bit 9 ([video]
dithering = "on"; "scaled" stays opt-in, "off" is the old true-colour
output).

Eligibility is decided per primitive from its command and carried in the
vertex instead of being inferred from the colour:
- Gouraud polygons and shaded lines: geometry vertex a_col.a + 2*131072
  (decoded in GEO_VS, v_dith);
- texture-modulated polygons: a_semi + 8 (v_dith in TEX_VS);
- flat polygons/lines, raw-texture polygons and every rectangle: never.
This fixes the two reproduced bugs (Gouraud with 5-bit-exact colours was
skipped; textured rectangles were dithered). Bit changes no longer flush:
eligibility is fixed when the primitive is queued; mode changes still drain.

gl_dithering_test covers each case (Gouraud incl. equal colours, shaded
line, modulated and neutral-modulated textured polys dithered; flat tri,
flat rect, flat line, raw poly, modulated and raw textured rects never;
bit clear and off unchanged), plus scaled 4x == 1x, render thread, PGXP
depth, native-wide and the accurate-blending basis. OpenBIOS stamp
regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:18:29 -07:00
Shokunin b3d24a4796 gpu_gp0_history_guard_test: stub gr_set_dither
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:18:29 -07:00
Shokunin 023af6d9d4 GL: opt-in PS1 dithering ([video] dithering = off|on|scaled)
The OpenGL renderer has always drawn shaded and texture-modulated pixels
at 8 bits per channel with no dither pattern (true colour). That stays the
default. 'on' applies the PS1 4x4 offset matrix and 5-bit truncation per
internal-resolution pixel; 'scaled' puts the pattern on the native grid,
so it reads like the console at any scale and the native VRAM is the same
at every internal resolution.

GP0(E1h) bit 9 reaches the backend through a new optional facade hook
(gr_set_dither) recorded for the render thread and Smooth motion redraws.
With the mode off nothing flushes and no uniform changes. Flat, raw and
other 5-bit-exact pixels are never touched.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:18:29 -07:00
Shokunin e8c131f285 Regenerate the OpenBIOS stamp on master 7b3b1ea2 (config_loader: bloom, post_shader)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:16:15 -07:00
Shokunin 5c1d27bf17 post effects: a failed pass is not rebuilt every present; binary fixture files
pfx_stage_load checked loaded before failed, so a preset whose pass did not
compile was rebuilt on every present. failed is checked first; setting
[video] post_shader again (same path or not) reloads and clears it. The GL
fixture presents once more and checks no rebuild happened; the parser
fixture writes its sample files in binary mode (LF byte-exact on Windows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:15:46 -07:00
Shokunin 8eccea1612 post effects: no per-frame GL queries; CRLF presets tested
- Uniform locations are looked up once per program (each lookup can be a
  driver round trip on a threaded GL; the executor runs per present,
  generated frames included).
- State save queries only capability flags and the viewport. The mask pass
  no longer clears (it draws 0 then 1), so the clear colour is never
  touched; the present's window target and texture unit 0 are left bound.
  The GL fixture checks exactly that contract.
- postfx_chain_test: a preset with CRLF line ends parses the same, and the
  import check writes its shader in binary mode (it failed on Windows).
- docs/POST_EFFECTS.md: `generated reuse`.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:15:46 -07:00
Shokunin 18e10693c4 post effects: MinGW build fix, generated frames reuse bloom's glow, no glGet in marking
- config: [video] post_shader is a std::filesystem::path (like memcard_dir);
  the frontend turns it into UTF-8 bytes for the GL API. Assigning the path
  to a std::string did not compile on MinGW.
- .pfx `generated reuse`: a Smooth motion generated frame keeps that pass's
  target from the last real frame. The bloom preset marks its bright and
  blur passes so; generated frames run only the masked composite (over their
  own picture and mask). bloom debug reports real/generated pass times and
  reused passes.
- Mask marking no longer queries GL state per batch: each call site puts
  back the blend and mask-bit stencil it set (no driver round trips on the
  render thread).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:15:46 -07:00
Shokunin 74dadc6004 GL: one post-effect pipeline; bloom and FXAA as built-in chains, user chains via [video] post_shader
Post effects now run as chains of full-screen fragment passes on one
executor (gl_postfx.inc), as asked in review. A chain is a small .pfx preset
(postfx_chain.c, GL-free): passes with a shader (a file next to the preset or
builtin:<name>), inputs (source, the optional primitive-derived mask,
previous or a named earlier pass), a scale, format, filter and uniforms.
The executor owns target allocation and lifetime, program build/cache,
uniform binding (u_rcp, u_size, u_org) and GL state save/restore.

Stages, in order, each from a fresh copy of the image: the built-in "bloom"
chain ([video] bloom), a user chain ([video] post_shader / PSX_POST_SHADER,
elective, off by default), and the built-in "fxaa"/"fxaa_hq" chain
([video] antialiasing_mode). FXAA folds in as a one-pass chain and its
output is byte-identical to the former fixed pass; it still runs on real
frames only. Generated (Smooth motion) frames run bloom and the user chain.

The "may glow" mask is an optional pipeline input: draws keep stencil bit 1
only while an active chain reads `mask`, and the window-sized mask texture is
built once per present for the chains that use it.

Tests: postfx_chain_test (format, built-ins, errors, file import, no GL);
gl_bloom_test gains an imported two-pass chain (byte-exact invert), the mask
input (HUD unlit, 3D lit), a bad preset, a pass that does not compile, and GL
state restored with bloom + a mask chain + FXAA on, all on the caller thread
and the render thread. docs/POST_EFFECTS.md documents the format.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:15:46 -07:00
Shokunin e730e03a8a GL: opt-in bloom ([video] bloom), sourced from 3D and additive primitives only
[video] bloom = 0.0 (off, default) .. 2.0 adds a glow around lights on the
OpenGL backend. PSX_BLOOM overrides it for one run; {"cmd":"bloom"} reads or
changes strength, threshold and a debug view live. It is a plain [video] key,
so [quality.*] presets can switch it off on low-end machines.

The HUD never glows: with bloom on every textured and untextured draw is
followed by two stencil-only passes of the same vertices that keep a
"may glow" mark in stencil bit 1 (bit 0 stays the mask-bit mirror). Opaque
primitives clear it under their coverage, then PGXP-proven 3D primitives and
additive semi-transparent texels/primitives (modes 1 and 3) set it, painter
ordered like the colour; 3D and non-3D primitives never share a batch while
bloom is on. Semi-transparent primitives leave the mark alone and the PGXP
depth-clear pass (colour writes off) marks nothing. Without PGXP geometry only
additive primitives glow.

The pass runs on the composed game image before AA and the OSD: the presented
surface's marks are blitted into a quarter-resolution stencil, a soft-knee
bright pass runs under it, three separable Gaussian iterations spread it and a
screen blend adds it back. The marks follow the picture: native-wide centre
copies and Smooth motion surfaces (redraw and reprojection) copy stencil with
colour, and generated frames get the same pass. Off: nothing runs, no state
changes, and the composed frame is byte-identical to master.

test_gl_bloom (gl_bloom_test): off is byte-identical before/after bloom and
with --dump against master; on, a bright 2D panel and a panel over a lit 3D
polygon are byte-identical to off, an additive and a 3D polygon glow; guest
VRAM is unchanged; on this thread and on the render thread.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:15:46 -07:00
Matt Stanley 7b3b1ea286 Merge pull request #654 from RetroPortingToolKit/fix/gl-present-ring-restart
Debug present ring: forget GL names when the renderer shuts down
2026-10-13 01:31:20 -07:00
Matt Stanley 035af4e444 Merge pull request #592 from RetroPortingToolKit/feat/linux-tcc
Linux releases bundle TinyCC (built from source) with musl headers
2026-10-13 01:31:14 -07:00
Shokunin dbe4be60d3 GL scale fixture: drop duplicate stubs that slipped into 9720528c
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 01:29:49 -07:00
Shokunin 9720528c1a GL fixtures: inert psx_mod_host_output_scope for mod_texture_banks.c
The GL fixtures (scale invariance, texture filter / bloom, render thread,
frame gen, readback) include mod_texture_banks.c, which now asks
psx_mod_host_output_scope(); define it as 0 (no host-output hook runs there).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 01:26:41 -07:00
Shokunin 4c2e703f12 Present ring reset after the render thread stops; fixture covers the worker
Review (#654): forget the ring's names after gl_renderer_render_thread_stop
(the worker presents and captures on its own thread, and stop drains it
and hands the context back), before the context is deleted. The call is
unconditional (an empty stub without debug tools). The fixture adds a
render-thread pass: frames captured on the worker and drained, more left
queued at shutdown, then checks the worker stopped first and every name
and pending readback is gone. Fails if the reset runs before the stop.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 01:22:15 -07:00
Shokunin 809a538808 Restore master's recomp-net pin (unrelated to TinyCC)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 01:20:44 -07:00
Matt Stanley 2faf09f601 Merge pull request #655 from RetroPortingToolKit/fix/launcher-texture-filter
Launcher handoff: keep the texture-filter enum (xBR no longer becomes bilinear)
2026-10-13 00:53:21 -07:00
Matt Stanley 9f56b0134d Merge pull request #644 from RetroPortingToolKit/fix/release-root-anchor
config: a packaged game folder is its own project root
2026-10-13 00:53:14 -07:00
Shokunin 47fb2af915 Launcher handoff: keep the texture filter enum (xBR no longer becomes bilinear)
The seed path collapsed ls.texture_filter to a boolean, so a launcher's
xBR (3) was saved and applied as bilinear, and the rematch paths passed
the raw value through unchecked. psx_texture_filter_from_ui is now the
one translation (in-range values pass, others are nearest). Test:
video_texture_filter_test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 00:06:00 -07:00
Shokunin d4a2f6afdb gl_present_ring_restart_test: ring names do not outlive the GL context
Hidden-GL fixture: presents build the ring, shutdown must forget every
name and pending readback, and a second context rebuilds live objects.
Fails without the fix (names kept). run_gl_texture_filter.py gains
--debug-tools to compile the ring in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 00:05:10 -07:00
Shokunin 09f10143e4 Debug present ring: forget GL names when the renderer shuts down
After a renderer restart (lobby rematch, in-game menu -> match) the
capture read back into a stale pack-buffer name, i.e. into client memory
at offset 0, and crashed in glReadPixels (debug-tools builds).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 00:03:50 -07:00
Shokunin 3fee0ae7be Linux tcc: build without the legacy bounds-checking runtime (glibc 2.34+)
tcc 0.9.27's lib/bcheck.c uses __malloc_hook, removed in glibc 2.34, so
the pinned build failed on Ubuntu 24.04 (lib/bcheck.c:738). Shards never use
-b; the build now passes BCHECK_O= unconditionally, keeping every other
libtcc1.a object. The bundle smoke also clears LIBRARY_PATH, CC and
GCC_EXEC_PREFIX and checks shards import no bounds-checking symbols.
Verified: linux_tcc_bundle_smoke_test passes on Ubuntu 24.04 x86_64
(glibc 2.39, gcc + libc6-dev installed, so host headers exist but are not
used) and on Steam Runtime sniper (glibc 2.31).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 00:02:09 -07:00
Shokunin 5cb8f00e64 host_output test: live SIO RX byte and ACK counter, asserted directly
The fixture now completes a pad exchange (sio_tick) so SIO holds a pending RX
byte with RX_RDY set and the ACK visible-read counter > 0, and asserts both
fields directly after the host-output callback (sio_peek_ack_visible_reads,
side-effect free, added for this). Without the fix the callback's reads
clear RX_RDY and age the ACK counter, and the test fails on those checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 23:44:54 -07:00
Shokunin a964f6dc70 host_output: no MMIO side effects, CPU copy bus is observational
Review 2 (mstan): psx_mod_read_* in a host-output hook now peek RAM /
scratchpad / BIOS ROM (psx_peek_word) and read MMIO as 0, so SIO data / stat
reads no longer pop RX or age the ACK. The CPUState copy's bus pointers are
replaced: reads peek, writes are dropped, so cpu->write_* cannot reach the
shared guest. psx_mod_call_guest_uncharged_counted clears *counted_cycles on
refusal. netplay_view_mods_test now runs the real sio.c behind the bus: the
host-output callback reads SIO_DATA / SIO_STAT through both the mod API and
cpu->read_*, and stores through cpu->write_* (RAM and SIO_CTRL); it checks 0
MMIO bus accesses, SIO stat / ctrl / RX unchanged, RAM unchanged. Other tests
linking mod_runtime.cpp get a psx_peek_word stub.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 23:44:02 -07:00
Shokunin 08e6c3408c Re-stamp OpenBIOS emitter sha (config_loader.cpp changed)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 23:42:09 -07:00
Matt Stanley 0b82ce5bf6 Merge pull request #638 from RetroPortingToolKit/fix/windows-scaffold-blockers
Fix Windows scaffold: BOM-less writes, native Python, configuring cmake
2026-10-12 23:36:41 -07:00
Matt Stanley 195f39be67 Merge pull request #641 from RetroPortingToolKit/fix/execution-identity-eol
Execution identity: hash source text with CRLF read as LF
2026-10-12 23:36:32 -07:00
Matt Stanley e6223c9c42 Merge pull request #648 from RetroPortingToolKit/fix/host-sampler-new-thread
host sampler: no pthread_self() in the SIGPROF handler on macOS
2026-10-12 23:36:26 -07:00
Matt Stanley 1f51d7e617 Merge pull request #650 from RetroPortingToolKit/fix/debug-savestate-slot-range
debug server: name an out-of-range savestate slot
2026-10-12 23:35:48 -07:00
Matt Stanley bb066b70d0 Merge pull request #637 from RetroPortingToolKit/fix/gl-scale-dup-stubs
tests: drop duplicate stubs in test_gl_scale_invariance.c
2026-10-12 23:35:12 -07:00
Shokunin 7dc8fdde9a debug server: name an out-of-range savestate slot
savestate save/load with slot >= SAVESTATE_SLOTS (12) was refused with the
generic message that blames LLE runs, which sent a test chasing the wrong
cause. It now replies "slot N out of range (0..11)". Guarded in
test_savestate_status_protocol.py.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:21:53 -07:00
Shokunin 7ef25d50ff host sampler: tell the emulation thread apart by stack, not pthread_self
SIGPROF can land on a thread that is still being created. On macOS arm64
pthread_self() there hits a pointer-authentication trap (EXC_BREAKPOINT in
on_prof), which killed debug-tools builds at boot when a second instance
started lobby threads. The handler now compares the interrupted stack
pointer with the emulation thread's stack range; Linux keeps pthread_equal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:36:26 -07:00
Shokunin 760be0c6c0 config: a packaged game folder is its own project root
find_project_root walked up from a release's game.toml to the first
ancestor with a root marker. With a global ~/.gitignore (common) and the
game under ~/Games/<title>, that was the home folder, so [runtime]
memcard_dir = "saves" put memory cards and savestates in ~/saves instead
of beside the game. A folder whose licenses/psxrecomp-LICENSE was staged
by package_game_release.sh now stops the walk.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 02:06:46 -07:00
Shokunin 0cfc201e17 Execution identity: hash source text with CRLF read as LF
PSX_EXECUTION_ID hashed raw bytes of the contract files and generated
bodies. A Windows checkout with core.autocrlf=true (the Git for Windows
default) has CRLF in every text file, so a Mac and a PC build of the same
commits (R4 #35, psxrecomp 2a4824fc) got different identities and the
netplay content gate refused the session with "content mismatch". LF
files hash exactly as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 01:09:01 -07:00
Matthew Stanley 8ff0495577 display_ring_get: decode whole display (480i, depth24) from the frame's VRAM snapshot
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:47:13 -07:00
Matthew Stanley 37792ac4af Disc geometry from cue TRACK mode / sector-0 sync, never file length
A raw dump with trailing bytes can be a multiple of 2048 and mounted as a cooked ISO
(Legend of Dragoon disc 1: PVD read as zeros, BIOS SystemError B/906).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:43:34 -07:00
Matthew Stanley 5237ff01fc Scaffold: commit game_options.toml; keep multi-disc probe files tracked
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:35:39 -07:00