Add a durable upstream-derived work policy and record the seven focused draft PRs with exact implementation/source commits, validation, exclusions, and review gates.
Port Douglas Vanderveer's manifest-driven macOS/Linux overlay discovery onto the current cache index and exact-dispatch loader. Validate both filename key fields, preserve ABI cleanup and rescan idempotence, and cover the POSIX primitives with a real shared-library fixture.
Co-authored-by: douglasjv <vanderveerdouglas@gmail.com>
Adapt only the fail-closed overlay lifecycle checks from mstan/psxrecomp#16 commit e6809ccf7d. Add a focused structural regression test and record the excluded dirty-interpreter and game/runtime work.
Co-authored-by: Martin Penkava <mpenkava1337@gmail.com>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
- psx_cyc.h / psx_cycles.c: _BitScanForward/_BitScanReverse shims for
__builtin_ctz/__builtin_clz under _MSC_VER
- full_function_emitter.cpp / main_psx.cpp: emit a portable .CRT$XCU
init-pointer instead of GCC-only __attribute__((constructor)) in
generated dispatch/game code
- main.cpp: declare cross-language globals extern "C" so MSVC links
them against their C definitions (no-op for GCC/Clang)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Document the overlap with kem0x PR #14 and explicitly record the game-specific and unrelated changes excluded from this branch.
Co-authored-by: Kareem Olim <kareemolim@gmail.com>
User-facing guide for turning overlay_captures.json into native code:
developer-first framing (ship a full gcc cache), the manual gcc cache
build, the --static bake-into-binary path, and the staleness guard.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Make the repo approachable for outside contributors and an IDE integrator:
- New contributor docs:
- docs/EXECUTION_MODEL.md — semi-technical tour of the static / native-overlay
/ interpreter execution model and how coverage gaps get plugged.
- docs/ARCHITECTURE.md — component-level view (recompiler, runtime, LLE+HLE
BIOS, overlay backend static->gcc->tcc, renderers, oracle model).
- docs/BUILDING.md — accurate dependency table, per-platform prereqs, build
steps, and the submodule + local-junction framework-linking setup.
- CONTRIBUTING.md — distilled core rules, verification expectations, PR flow.
- Declutter root: move ~14 internal dev-logs into docs/internal/ (history
preserved via rename) with an index README; repoint CLAUDE.md references.
- README: correct build recipe, LLE+HLE + overlay-backend summary, links to the
new docs.
- code_provider.c: update the stale backend comment to the real static->gcc->tcc
resolution (dead SLJIT.md reference removed).
- config_schema.md: drop the obsolete "once Phase A2/A3 ships --config" note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Games live in their own repositories in this project (TombaRecomp,
MegaManX6Recomp, ...); the framework holds only the shared recompiler +
runtime, never a game's config/assets. A contributor PR landed Kula World
(SCES-01000) game files directly in the framework, which is inconsistent
with that layout — that content belongs in the contributor's own game
repo. Remove it:
- games/kula/{game.toml,seeds.txt}
- docs/kula-world-findings.md, docs/{MACOS,WINDOWS}_BUILD_KULA.md
- docs/assets/kula-world-*.png
- README "This fork — Kula World" + macOS branding sections
- runtime/CMakeLists.txt kula-runtime target
The general framework improvements those commits also carried are KEPT
(they benefit every game): KUSEG-addressed PS-X EXE header acceptance,
dirty-RAM interpreter interrupt-poll-at-entry, main-RAM 4x mirror /
GetID-from-serial / CD-status / CD-version fixes, and the Linux/macOS
POSIX ports. Source comments citing Kula as the motivating case are left
in place as provenance.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace absolute F:/C: paths with repo-relative (../TombaRecomp, bios/, beetle-psx/)
or placeholders (<desktop>/<psxref>/<nesrecomp>/<psxrecomp-v4>) across accuracy docs,
WIDESCREEN/SHADOW/RECURSION_BUG/config_schema/ISSUES/README, and tools/*.py|.ps1.
Removed a personal C:\Users\Matthew\Desktop path (ISSUES.md). Left CLAUDE.md/PLAN.md
sibling-project + version-history paths intact (intentional layout documentation).
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>
Records the LOAD-GAME attempt outcome and why the HUD can't be finished
headless: both memcards are empty (0 used blocks) so LOAD GAME reaches no
stage; NEW GAME still hits the intractable name grid; and the attract
demo's HUD is composed once at stage-load and only displayed (never
per-frame-drawn as glyph quads in the full 554-3754 GP0 capture; its
values are static so there is no dynamic draw to intercept). The drawer
(0x8005443C) + font-tile scheme are cracked; capturing the HUD label's
own glyph quads needs real gameplay (dynamic HUD) reachable only via a
real save or driving past the name grid on an interactive build. No hook
shipped (no discriminator captured -> would risk non-HUD quads; Rule 5).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live GP0-ring capture (on the name-entry screen, same per-glyph drawer
class as the HUD) cracked the mechanism for the eventual HUD index-remap:
- Drawer PC 0x8005443C draws one textured 0x2C quad per glyph via direct
GP0, building prims in game RAM ~0x80092xxx; U,V into texpage 0x1E
selects the font tile (CLUT 0x7C10).
- Texpage 0x1E holds hiragana AND Latin (the name-entry grid draws A-Z
through this same drawer), so the Latin tile U,Vs the remap needs are
readable straight off the grid's letter quads.
- Remaining blocker: catch the HUD's own stage-load compose to get its
katakana source prims, then rewrite their U,V to Latin tiles (or hook
0x8005443C to remap HUD-position glyph quads). Gated only on reaching a
fresh stage-load (blind grid-confirm navigation didn't land headless; a
reachable build clears it). No fragile partial shipped (Rule 5).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Corrects and refines the Bucket-1/3 findings with live GPU evidence:
- CLEAR!! banner: ALREADY renders in stylized Latin ("CLEAR!!") — verified
on-screen in a gameplay stage. Not Japanese; no translation needed. The
earlier "resister/baked-sprite" assumption was wrong.
- In-game HUD (ステージ/バッテリー): pinned the render model via the always-on
GP0 ring (gpu_frame_dump). The game composites — ~6 draw prims/frame,
rebuilding only the animated foreground (character/blocks, ~8 textured 0x2C
quads at screen y>=31, via BIOS DMA from an OT at ~0x138xxx). The HUD (screen
y~8) is composed ONCE at stage-load, not per-frame, and has no static SJIS
source (RAM-scan proof). Remapping it needs catching that stage-load compose
(a fresh stage load while observing) and a scoped blit/tile intercept — not a
source-patch. NOT shipped: no clean pixel-verified remap this pass, and a
blanket VRAM font swap would corrupt katakana elsewhere (Rule 5, no hacks).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Records the outcome of the per-glyph translation pass (Buckets 1-3):
- SHIPPED: stage/level/tutorial names (source-patch, f00631e/31ab3c2);
name-entry prompt -> "YOUR NAME?" (source-patch, 31ba92d); name-entry
Latin input confirmed NATIVE (grid already draws the font's A-Z/0-9).
- RESISTERS (not shipped, no fake): the in-game HUD (ステージ/バッテリー)
and the CLEAR!! banner are composed per-glyph at runtime with NO static
source address. Proven: a live 2 MB RAM scan finds ステージ/バッテリー
only inside static message sentences (never a standalone HUD label,
no ステージ: template); クリア/CLEAR/CLEAR exist nowhere as a
standalone banner; and every disc graphic TIM was extracted+rendered —
the only baked text is the already-English TSUMU light logo. So the
source-patch (which needs a static address) cannot reach them; they
require the scoped per-glyph sprite-draw index-remap hook (Appendix Y),
a separate larger effort. Includes the full disc asset map.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Records the concrete findings for the deferred per-glyph HUD/menu/title
localization: the font glyph-index map (Latin A-Z=73-98, 0-9=105-114;
fullwidth Latin glyphs present, no injection needed), the static LE-SJIS
label storage in fixed-width space-padded slots (level names 0x80070755+,
tutorial/mode labels 0x80070300+), and the cleanest hook design (load-time
source patch: rewrite a label's katakana/hiragana SJIS to fullwidth-Latin
so the existing per-glyph routine draws English).
Not shipped: the verification bar is a rendered-English screenshot, and the
target screens (mode/level-select, in-game HUD) are unreachable in the
headless build — the attract never auto-plays the demo, and reaching them
needs completing the name-entry glyph grid (blind grid nav to the "End"
cell did not land). Committing a RAM-patch without that screenshot would be
unverified coverage. Remaining resisters (HUD runtime counter; title/CLEAR
sprites) documented.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Fold the hard-won runtime findings into STRING_TRANSLATION.md: the
message-table text is little-endian 16-bit Shift-JIS (EXE menu labels are
big-endian); FE-FF/FF-FF/30-FC control framing; message text is
string-pointer-drawn (interceptable) but HUD/title/menu are per-glyph
sprites (need a separate glyph-index hook); struct-embedded NUL records
crash if replaced (apply gated to 0xFFFF-framed messages by default);
capture quality gate; verification status; open items for full coverage.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>