Matched Ape Escape retail SCPH1001 LLE builds identify 0661ce77 as the visible boot regression: parent 155e269b reaches game code, while 0661ce77 stalls near BIOS frame 375. Revert its four dependent follow-ups too; retain PR #326 readback bounds and PR #328 Vulkan aspect changes.
The row-by-row raster dispatcher amplifies an existing malformed DMA list into massive GL work. Keep the broader CPU/DMA arbitration experiment separate for compatibility testing. Document attribution, validation, and the temporarily restored interlace limitation.
Validation: full Ape target reaches title/menu and frame 11669 on retail LLE; OpenBIOS control reaches frame 3701. Eight focused tests pass; retained GL readback fixture passes 71 checks at both 1x and 4x after linking local SDL with iconv. Beads: beads-iisy; DMA follow-up: beads-eio.3.122.
Three changes, one fix and two pieces of visibility.
1. ws_ui_group_assign gains a third join: consecutive in the ordering-table
walk AND touching. WipEout 3's speed/shield readout ends at x=288 and the
meter bar it belongs to starts at x=306 with a different CLUT, so neither
shared columns nor a matching key could join them. The readout stood alone,
its bbox midpoint 256.5 landed in the middle third against a screen centre of
254, and it stayed pinned near centre while its own meters went to the right
edge -- a 2 px gap in 4:3 opening to 159 framebuffer pixels at 32:9.
No anchor threshold can fix that: the genuinely centred "pit ... check"
message sits FARTHER RIGHT (midpoint 300.5) than the mis-anchored readout, so
any threshold reaching the readout drags the message with it. Submission order
is the only signal that separates them, and the array already carries it.
Simulated against seven captures spanning three aspects and two code states,
this forms three unions and changes exactly one anchor: [225,288] centre
becomes [225,486] right. The other two unions ([208,240]+[240,361],
[364,447]+[450,473]) are within an anchor. Confirmed in-race at 32:9: 7 runs,
lap readout left, speed readout and meters together on the right.
2. ws_ui_groups reports why primitives were NOT admitted to the partition.
Each gate in ws_ui_prepass_add is a silent return, so a primitive left at its
raw 4:3 X while its neighbours are squashed -- which is how a HUD mark ends up
stranded mid-screen -- was indistinguishable from one never drawn. In-race at
32:9: opcode 367, not_axis 410, everything else 0.
3. geom_correction reports perspective-UV arming with a real denominator.
perspective_triangles could previously only be compared against gp0_draw,
which counts untextured primitives that are correctly never armed, so it read
as a coverage figure without being one. texcorr.attempts counts exactly the
textured triangles reaching the predicate. In-race at 32:9: 199599 submitted,
96.15% armed, 3.85% rejected for a missing per-vertex Z, 0% for correction
disabled or a missing packet address.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
(cherry picked from commit 572b9210d8)
auto_ui_squash squashes each spatial run of UI primitives about that run's own
anchor, so a HUD element split across two runs gets two anchors and comes apart
as the frame widens -- elements drifting toward opposite edges, glyphs sliding
off the background box they sit on.
Diagnosing that required knowing which run each primitive landed in, and nothing
exposed it. The two things an observer could reach were both insufficient:
group.key is a hash of CLUT/texpage/Y-band/family, so unequal keys say two prims
differ without saying WHICH component differed; and the anchor takes only three
values (left/centre/right thirds), so equal anchors do not prove two prims
actually co-grouped rather than coincidentally landing on the same third.
ws_ui_groups dumps, for the last prepass, each primitive's op / key / raw key
inputs (y, h, and the derived 24px band and poly-vs-rect family) / union-find
root / final anchor, plus the frame-level active, squash, dense, rank, disp_x,
disp_w and join_gap. Root plus raw inputs together answer "did these two merge,
and if not, what split them".
Carries two small support changes:
- WsUiGroupItem gains a diagnostic `root`, written by ws_ui_group_assign in all
three paths (dense, alloc-failure fallback, and the union-find path). Never
read by the transform path.
- WsUiPrepassItem retains y/h/op, which the key otherwise folds away.
Read-only and query-driven, per the ring-buffer rule: capture is continuous and
the observer asks for a window later.
(cherry picked from commit 6de1ad4a05)
Makes the parked projection/perspective work reachable and gets it into the
renderers people actually use. Addresses issue #92 (PGXP-style geometry and
texture correction).
The GTE side cache, SWC2 RAM provenance, GP0 triangle preparation and the
software-renderer consumption path already landed in 2ceaf5a ("park projection
and perspective correction", from kem0x PR #14), but were unreachable: the
generic setters gte_geometry_correction_set() / gpu_texture_correction_set()
had no production caller, and the corrected vertices went straight to
sw_set_precise_triangle(), bypassing the renderer vtable — while the default
renderer is OpenGL.
This adds:
- [video] geometry_correction and [video] perspective_texturing, in game.toml
and settings.toml, both defaulting false. Independent knobs; the launcher
seed marks them present so a save round-trips a hand-edited key instead of
dropping it. Startup names the active pair, and notes when geometry
correction is on below supersampling 2 (where it cannot be seen).
- gr_set_precise_triangle() / gr_set_perspective_triangle() on the
GpuRenderBackend vtable, so gpu.c hands the correction to whichever backend
is live rather than to the software rasterizer directly. NULL entries no-op.
- OpenGL and Vulkan consumption. Positions are already float end-to-end, so
sub-pixel vertices drop in; the readback dirty rect widens by one pixel to
cover them. Perspective UVs use a per-vertex a_q weight and clip coordinates
pre-multiplied by w = 1/q, letting the hardware's own perspective divide
interpolate a smooth UV varying beside the affine noperspective one. a_q == 0
— the default, and what every prim gets with the feature off — makes w
exactly 1.0 and selects the affine varying, so the faithful path is the
pre-feature pipeline unchanged.
The PS1-visible GTE SXY FIFO stays integer either way: guest-side screen-bounds
culling and SXY readback are untouched, and this remains visual-only.
Also fixes a pre-existing concurrent-build race found while validating: every
runtime target runs embed_spirv.py over the same shaders, and each wrote
"<shader>.spv" next to the source, so under -j N one process deleted the file
another had just written (FileNotFoundError on a shader that compiled fine).
The intermediates now go to a per-invocation temp dir.
Parked-work provenance retained; see ENHANCEMENTS.md G1.
Co-authored-by: Kareem Olim <kareemolim@gmail.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Keep local codegen/FMV cutover/zlib host work while taking upstream
tests, FPS telemetry, and mod-provider wiring.
Co-authored-by: Cursor <cursoragent@cursor.com>
Comment-only. No compiled code changes -- the sole non-comment diff line moves
a trailing comment off the g_mmx6_hostside declaration into a block above it;
the declaration itself is byte-identical.
A survey of the mmx6-named widescreen symbols found the existing comments
misleading in a way that invites a dangerous cleanup, so the findings are
recorded in the source next to the code they describe.
1. "Compatibility entry points for already-generated MMX6 sources" (gpu.h) was
wrong. These are not MMX6 compat shims and are not safe to delete. They are
the widescreen-2D entry points the recompiler emits for ANY title with a
[widescreen.bg2d] block, and live generated code in several non-MMX6 repos
links them today:
cols/startcol/startx/stream_left/stream_right
-> CrashBash, MegaManX5, Tsumu (+ -release)
undercap
-> Ape, CrashBash, MMX4, MMX5, Tsumu, Vigilante8, THPS2
Each forwards to its psx_ws_bg2d_* twin, which is the real implementation.
Only the name is historical. Renaming is not runtime-only: the names come
from code_generator.cpp, which is in codegen_hash_sources.cmake, so it rolls
the overlay cache tag and forces regen + reshard of every title.
2. Host-side reveal (g_mmx6_hostside) is dead in every shipping build, which
the previous "kept inert pending removal" note understated. Nothing sets it
but the mmx6_reveal debug command, PSX_DEBUG_TOOLS is OFF for Release, and
no generated source anywhere references a host-side symbol. Noted that
removing it is the last step decoupling the generic psx_ws_bg2d_* API from
MMX6 -- mmx6_hostside_active() is currently embedded in the ternaries of
psx_ws_bg2d_cols/startcol/startx -- and listed the symbols that go with it.
3. BG buffer relocation is a parked FEATURE behind a load-bearing SYMBOL, a
distinction the old comment did not draw. With g_mmx6_reloc == 0 both hooks
return their argument unchanged, but MegaManX6Recomp/game.toml names the
bufbase/cap instruction sites, so the emitter writes calls into generated
code and psx_ws_mmx6_bg_bufbase is genuinely called by MMX6's generated C.
The supportable cleanup is to gut the bodies to identity and keep the
symbols, not to delete the functions.
Removal of (2) and (3) is deliberately deferred: it touches the renderer and
wants its own session with MMX6 revalidation.
Verified: gcc -fsyntax-only on gpu.c exits clean (an earlier draft embedded
"*/" inside a block comment and broke the parse -- caught before commit);
ctest 29/29 green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
it stops checking the entire PSX disc for full hash check every time the launcher runs, assuming the user's hash checked it when selecting the disc the first time and saving it to settings, so it just validates the file name and size instead, then it shares lifecycle with the launcher and the game to load the game faster, and several optimizations were made to loadstate paths which I think in the end relied on reanchoring host timings to the restored clock that came with the state
Add opt-in [widescreen.cull] xclip_load_sites: a configured `lw rt,off(rs)`
loading a per-primitive X-reject bound (sltu-compared against ANDI-masked
u16 screen X) routes through psx_ws_xclip_bound() - INT32_MAX while the
margins are revealed (reject disabled; the wide-surface scissor clips the
overflow, wrapped off-left u16 coords pass), vanilla value at 4:3. Matched
native codegen emit and interpreter hook; overlay ABI v18 forwarder (NULL
preserves the vanilla loaded value); codegen ver 8. Parser, codegen and
overlay-mismatch regression coverage.
Split from #49: replaces the xclip_globals RAM poke with a recompile-time
instruction transform so native shards and the interpreter behave identically.
Add opt-in [widescreen.cull] plane_nx_sites: a configured `lw rt,off(rs)`
loading the X component of a side frustum-plane normal (sign-tested per
corner, dot = nx*px + nz*pz) routes through psx_ws_plane_nx() — scaled by
the inverse aspect factor (4*den)/(3*num) while the margins are revealed,
widening the plane cone by exactly atan((3*num)/(4*den)*tan(theta));
identity at 4:3. Matched native codegen emit and interpreter hook; overlay
ABI v17 forwarder (NULL preserves the vanilla normal); codegen ver 7.
Parser, codegen and overlay-mismatch regression coverage.
Split from #49: replaces the plane sign-test RAM pokes with a
recompile-time instruction transform so native shards and the interpreter
behave identically.
Register configured range_sites with the dirty-RAM interpreter so overlay-resident classifiers use the same two-margin widening already emitted by native codegen.
Co-authored-by: Opok <novelasevilliousesp@gmail.com>
Add opt-in slti/sltiu far-bound scaling with matched native and interpreter semantics, correct immediate sign extension, and an overlay ABI forwarder for live aspect state.
Co-authored-by: Opok <novelasevilliousesp@gmail.com>
Add an opt-in horizontal low-edge transform for subu rd,zero,rt classifiers, with matching native and dirty-RAM interpreter behavior and guarded overlay variants.
Co-authored-by: Opok <novelasevilliousesp@gmail.com>
The tier mis-compiled and has been hard-gated off since 2026-06-25; overlay
gaps fall to gcc/tcc shards and the dirty-RAM interpreter, unchanged.
Re-do on master of the removal validated on the stale branch (6da8c02),
reconciled with everything master grew since the fork:
- Delete overlay_sljit.{c,h}, overlay_compile_worker.{c,h}, lib/sljit,
runtime/tests/sljit_*.c, and the runtime.cmake sources/include-dirs.
- Strip the sljit provider/backend from code_provider.{c,h},
overlay_backend.{c,h} ("sljit" in overlay_backend/PSX_OVERLAY_BACKEND now
degrades to auto so stale configs still boot), main.cpp, debug_server.c
(sljit_status/sljit_async/sljit_try TCP commands), overlay_loader.{c,h}
(live policy, JIT-on-miss, persisted-shard cache, async worker glue,
psx_sljit_call/cop2/memx host helpers — reachable only via the removed
cpu->sljit_helpers table), and cpu_state.h (SLJIT_HLP_* enum + the
sljit_helpers[] member; CPUState layout change reshards via the cg tag).
- Master-only entanglement resolved before deletion: 28165d6's Einhander WS
player-X bound emit existed in three paths (gcc code_generator, sljit,
dirty_ram_interp). The gcc shard link contract now forwards
psx_ws_player_x_bound (ABI v13, previous commit), so deleting the sljit
emit path loses no widescreen behavior; ffc6688's game-dispatch block
inside the dead psx_sljit_call helper goes with it.
- Reword comments that described sljit as a live backend (gpu.{c,h},
ws_*_detect.h, cosim_state.c, dirty_ram_interp.c, autocompile.h,
boot_state.h, config_loader.h, compile_overlays.py, and the CPS marker
comments the recompiler emits).
recompiler psxrecomp-game builds clean; game runtimes rebuilt + boot-verified
separately.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>