A still image drawn behind the game, filling whatever the letterbox or
pillarbox leaves over -- the trick vertical shmups use on horizontal displays,
where the dead space carries artwork so it reads as designed rather than as a
limitation. MAME calls the same idea bezel artwork.
Drawn across the whole drawable before the game quad, which is simpler and
safer than filling two margin strips: no margin arithmetic, it covers pillarbox
and letterbox alike, and the frame paints over the centre.
The reason this is the right shape and present_edge_fill was not: edge fill
stretches one edge COLUMN of the live frame across the margin. That suits a flat
menu backdrop and turns track geometry into horizontal smears, so it needs to
know whether the current frame is a menu -- a question it answers with
force_4_3, which is only ever set by the widescreen path. A still image has no
such question. It looks the same in a race and in a menu, which is the point.
Loaded after the GL context exists (the first attempt sat next to tex_pack_init,
which runs before the window, so g_gl_active was false and it silently never
loaded). Decoded with stb_image, already linked for the HD texture pack. A
relative path resolves against the disc directory, matching the pack convention,
so artwork can sit beside the disc.
Verified on a 7680-wide maximised window with 4:3 content: margins that were
pure black now carry the image on both sides, with the frame untouched in the
middle.
Known limits: the image is stretched to the drawable, so an aspect that does not
match the window will distort (cover-crop is a small follow-up), and this has
only been exercised in 4:3 pillarbox, not with the widescreen mod active.
For WipEout 3 the team wallpapers by MotorcycleEmptiness
(awesome-wipeout.github.io) suit this exactly; the shipped default is a
placeholder gradient used to verify the path, not final art.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Emitter side of the value-propagation engine (ENHANCEMENTS.md G1.10):
- recompiler/src/pgxp_hook_emitter.{h,cpp} (new, in the codegen-hash
surface): ONE hook grammar shared by BOTH emitters, wrapping loads/
stores/COP2 transfers and precision-carrying ALU ops (moves, add/sub,
or-merge, shifts, LUI, HI/LO, muldiv) with PGXP_*() macros. Clobberable
sources are captured into locals before the statement. Precision-
destroying ops (AND/XOR/SLT/...) are deliberately unhooked - validate-
on-read drops their stale shadows for free.
- code_generator.cpp: central append in translate_instruction; LWC2/SWC2
emissions capture the RAW loaded/stored word (a masked GTE register
write must validate against the word as loaded).
- strict_translator.cpp: translate() wraps translate_impl()'s c_code with
the shared grammar; deferred load-delay variants hook the psx_ldd temp.
- BIOS regenerated, fingerprints verified CHANGED (SCPH1001 + OpenBIOS;
42.6k/12.2k macro sites). Base runtime + 33/33 tests green against it.
- Gating: macros expand only under -DPSX_PGXP=1. runtime.cmake grows a
PGXP option on psxrecomp_add_runtime_target (defines PSX_PGXP=1 +
PSX_OVERLAY_FLAVOR=2, _pgxp exe suffix) and PSX_PGXP_VARIANT to build
the sibling target from the same generated tree (framework runtime +
game wrapper). No ABI version bump needed: the appended PGXPHooks
table is NULL-tolerant and the flavor half of the ABI tag rejects any
host/DLL flavor mix.
- Shard caches: flavor folded into the cache tag (cg<V>_<hash>_gc<hash>
_f<flavor>) in overlay_loader.c + compile_overlays.py so base and pgxp
caches never share a directory; compile_overlays.py passes
-DPSX_PGXP=1 when flavor bit 2 is set; overlay preamble forwards
psx_pgxp_* through the table. PSX_OVERLAY_CODEGEN_VER 9 -> 10.
- Env overrides PSX_GEOMETRY_CORRECTION / PSX_PERSPECTIVE_TEXTURING /
PSX_PGXP_CPU_MODE (validation path: free-running headless boots arm
from the first vertex); census grew produced/swc2_stores and the pgxp
verb reports suppress/active gate state.
Validated: PSXRecomp_pgxp.exe boots the recompiled BIOS with hooks armed
(engine active, per-vertex lookups flowing; the BIOS shell has no RTPS
content so produced=0 there is correct - coverage measurement moves to a
3D title in phase 3).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Keep recomp-net at occupied_mask (d65918f); master's pin was an ancestor.
Brings in rewind/save-state controls from master.
Co-authored-by: Cursor <cursoragent@cursor.com>
Bumps recomp-net so empty lobby seats no longer block READY/admit; launch
builds the mask from seated members (online + LAN).
Co-authored-by: Cursor <cursoragent@cursor.com>
Wire lib/retcomm-rbengine beside recomp-net and replace MotK in-tree sched,
hash_confirm, input hist, snap ring, and rb_post with thin PSX shims so the
ecosystem can share invent/pacing policy outside each title facade.
Co-authored-by: Cursor <cursoragent@cursor.com>