Adds the DuckStation-style widescreen hack as a config option,
implemented in the runtime (no regen needed):
- gte.cpp: gte_set_display_aspect(num, den). RTPS/RTPT scale the
IR1*h/sz screen-X term by (4*den)/(3*num) around the game's own
OFX projection centre (identity at 4:3). Games cull against the
SXY values they read back from us, so post-projection screen-
bounds culls stay aligned with the visible frame.
- present: GL letterbox_rect generalised to the configured aspect
(gl_renderer_set_display_aspect); SDL_Renderer path gets an
aspect-derived logical size + dst rect. Window opens at the
configured aspect (clamp_window_4x3 -> clamp_window_aspect).
- config: [video] aspect_ratio = W:H (4:3 default, 16:9, up
to 32:9) in game.toml, settings.toml (load+save), launcher seed.
World geometry keeps correct proportions on the stretched present;
screen-space 2D (HUD, FMV, sprite quad widths) stretches — the
known limitation of the squash tier. EXPERIMENTAL.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The game window was hardcoded to 640x480, so it booted into a tiny window
while the launcher was much larger — a jarring shrink on LAUNCH. Add a
window-size setting that both windows honor, with a default that matches.
- config_loader: settings.toml [video] window_width (height always w*3/4 to
keep the PSX 4:3 aspect); load/save, validated 640..3840.
- main.cpp: the game window now opens at the chosen size (default 1280x960)
instead of 640x480; the launcher opens at the same size (floored at 1280
wide so the dense dashboard stays usable). clamp_window_4x3() fits an
oversized choice (e.g. 1920 on a 1080p panel) to the display's usable area.
Both present paths already scale a 640x480 logical space to the window, so
the larger window just fills with no aspect distortion.
- launcher: "Window size (4:3)" toggle in the VIDEO settings cycling
960x720 / 1280x960 / 1600x1200 / 1920x1440; seeded from settings, persisted
on launch.
Verified: default launcher and game windows both open at 1280x960 (matched,
no resize jump); settings.toml window_width=960 boots the game at 960x720 and
the PS logo renders correct 4:3 with no distortion.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per-player input routing with a real device dropdown (None / Keyboard /
each plugged-in SDL controller) and a digital-vs-DualShock pad-type toggle,
wired end-to-end through the runtime.
- sio.c/.h: per-slot pad state (pad_buttons[2]) + per-slot pad type. Analog
poll emulation (id 0x73 + 4 stick axes) when a slot is in DualShock mode;
digital (0x41) stays the default so existing games are unaffected. New
setters: sio_set_pad_state_slot / sio_set_pad_analog / sio_set_pad_connected,
getters sio_get_pad_{buttons,connected,analog}_slot.
- config_loader: settings.toml [controller] p1_device/p2_device (none/keyboard/
<SDL GUID>) + p1_analog/p2_analog; load + save round-trip.
- main.cpp: replaced the single auto-opened controller with a two-slot
PlayerInput model. Devices opened by GUID (with a first-free fallback so a
re-paired pad still works), keyboard or controller feeds each PSX port, and
analog stick axes drive the DualShock poll. Hot-plug re-resolves both slots.
Defaults: P1 keyboard/digital, P2 none.
- launcher: enumerates SDL controllers (name+GUID); each player card has a
custom click-to-open dropdown (option list injected via data-rml, the
data-for path being unreliable in this RmlUi build) and a DualShock switch
that drives the pad art (digital/analog) + status line. Zero-config default
selects the first plugged-in pad. A saved-but-unplugged controller is kept
as an "(offline)" option so the selection survives. Choices persist on launch.
- debug_server: pad_status now reports both slots' buttons + connected + analog.
UI polish from review:
- Removed the redundant disc-verdict widget (the green checks already convey it);
Change ISO now anchors to the disc panel instead of floating at the page top.
- Added a prominent "Settings" button in the top bar (renderer/SS/AA/etc. were
only reachable via the easily-missed footer link).
- Fixed the player-card asymmetry on toggle: status text no longer wraps and the
player card body is a fixed height, so the pad art renders at a consistent size
(measured 216x110 analog vs 219x110 digital) regardless of pad type.
Verified: device dropdown enumerates a real DualSense; selection + DualShock
toggle update the card; pad_status confirms per-slot connect + analog routing
(slot0 analog / slot1 digital and the reverse); default keyboard P1 unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire the launcher's Memory Card 1/2 panels to real on-disk data and make
the per-card enable/path choices flow through to the runtime.
- memcard.c/.h: add stateless introspection (memcard_summary_path parses the
directory frames for used-block count + mtime + validity, no live state),
memcard_format_file for "New", and memcard_init_slots for per-slot paths +
enable flags. memcard_init now delegates to it.
- config_loader: settings.toml [memcard] gains card1/card2 (explicit paths)
and enable1/enable2; load + save round-trip them (UserSettings extended).
- main.cpp: resolve the effective memcard dir before the launcher so it can
introspect the real files; seed/apply per-card paths+enable; boot via
memcard_init_slots (a disabled slot is left absent — SIO reports no device).
- launcher: MC cards now show real filename, size, used-block count, last-
modified date, and a live 15-cell block grid; Browse picks an existing
.mcd, New formats a fresh one (overwrite-prompt save dialog). Per-card
enable + paths are committed to settings on launch.
- The block grid is injected via data-rml (the structural data-for view does
not capture inner-xml in this RmlUi build; data-rml is the robust path and
the markup is fully launcher-controlled).
- Add LauncherSystemInterface so RmlUi warnings/errors reach stdout (they
otherwise go to OutputDebugString on Windows); drop an unsupported
text-overflow RCSS declaration it surfaced.
Verified on Tomba: card1 3/15 + card2 1/15 match the on-disk directory
frames; disabling slot 2 in settings.toml leaves it not-present via mc_status.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the procedural placeholder art (disc/controllers/memory card/
logo) with the real PlayStation hardware cropped straight out of the
reference mockup, with the dark background knocked out to transparent so
each asset blends seamlessly on the panels — no seams, no border-glow
artifacts.
tools/crop_launcher_assets.ps1: crops the five assets from the mockup
and removes the background. Photo assets use an edge flood-fill (flood
the dark background inward from the borders; bright object pixels are
walls, so interior dark detail — the disc's PlayStation logo and centre
hole, the controller buttons — is preserved). The logo uses a global
luminance key (thin bright glyphs on near-black). PowerShell [int] of a
division rounds, not floors — the flood uses [Math]::Floor for the row
index.
launcher.rml: add `contain` fit to the photo decorators so the crops
keep their aspect ratio, and nudge the art sizes closer to the mockup's
proportions (disc 216, pads 206x128, memcard 118).
The check/verdict icons remain the generated PNGs (already clean +
transparent). Pixel-verified: dashboard renders with authentic disc,
PS1 digital pad, DualShock, and memory cards, all seamless on the panels.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rebuild the launcher as a card-based dashboard (n64recomp-style) per the
reference design, replacing the flat settings list.
Image pipeline: RenderInterface_GL3 only decodes TGA, so subclass it
(LauncherRenderInterface) and override LoadTexture to decode PNG via a
vendored stb_image (third_party/stb_image.h, STBI_ONLY_PNG, separate
impl TU), falling back to the base TGA path. This is done without
touching the pinned RmlUi submodule. RCSS now uses decorator:image(...)
for all art.
Layout (launcher.rml):
- Top bar: PS-glyph logo + "<game> Recomp".
- Disc Verification panel (Phase 3 — fully wired): disc art, FILE /
REGION / SERIAL, a three-check VERIFICATION RESULTS row
(Header Match / CRC-Hash Match / Disc Verified, driven by the
DiscIdentity fields) and a colour-coded verdict (icon + title +
detail). "Change ISO" re-runs verification.
- Player 1 / 2 and Memory Card 1 / 2 cards: full visual shell with
live enable toggles; controller enumeration (Phase 5) and memcard
introspection (Phase 4) wire in later — the rest is placeholder.
- Settings view (footer "Settings" <-> "Back"): the video / audio /
system controls moved off the home screen.
- Footer: Settings, recompiler-ready status, LAUNCH GAME.
launcher.cpp: model gains disc_file/region/serial + v_header/v_crc/
v_verified + verdict_{title,detail,state}, a view toggle, and card
enable bools; refresh_disc_status maps DiscIdentity onto the three
checks and the verdict; new events change_iso / show_settings /
show_dashboard / toggle_p1.p2.mc1.mc2.
Window bumped to 1280x924 for the dashboard. tools/gen_launcher_assets.ps1
generates the placeholder art (disc, controllers, memory card, PS-glyph
logo, check/verdict icons) into assets/img — swap for real renders later;
the PNG pipeline is identical.
Verified end-to-end on Tomba: dashboard renders with all three checks
green + "Tomba! disc verified"; Settings view and Back work; player /
memcard cards and toggles render.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add a shared disc-identity module (runtime/{include,src}/disc_identity)
that opens a .cue/.bin/.iso, checks for the ISO9660 PVD (raw 2352 and
cooked 2048 layouts), reads the PVD volume id, parses the boot serial
from SYSTEM.CNF, derives the region from the serial prefix, and
optionally streams a full-file CRC32 and compares against expected
serial/CRC. This is now the single source of truth for "is this the
right disc?" — main.cpp's launch-time validate_disc_image is rewritten
to delegate to it (dropping its duplicated raw-read logic and the now
dead cue_data_path/is_iso_pvd/psx_exe_id helpers) so the launch check
and the launcher badge can never drift.
game.toml [game] gains optional disc_crc / disc_sha1 (GameConfig +
config_loader). Left unset by default: the serial check is dump-
agnostic, whereas a baked CRC would flag every legitimate dump of a
different revision/region.
Launcher: GameInfo carries the expected serial + CRC; the launcher
recomputes verification on entry and on every Browse, showing a
colour-coded badge (Serial verified / Disc verified / CRC mismatch /
Wrong game? / Not a PlayStation disc) plus a detail line with the
detected serial · region · CRC. CRC is only hashed when an expected
CRC is configured.
Verified all three tiers on Tomba: Serial verified (no CRC),
CRC mismatch (wrong CRC), Disc verified (CRC B00ECB0D match).
tools/shot_launcher.ps1: bring the launcher GL window to front and
screenshot its client area (GL windows screenshot black via PrintWindow).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rework launcher.rml/RCSS so the UI is presentable instead of the
default inline-flow overlap. RmlUi does not default custom elements to
block, so h1/.subtitle/.panel/.section-title now set display:block, and
each setting .row is a flex row: fixed-width label + flexing .control.
Toggle/cycle buttons share a fixed .toggle width so the value column
aligns; BIOS/Disc paths flex-grow with ellipsis overflow and show a red
"(not set)" placeholder when empty. Actions row (flex) makes LAUNCH GAME
the primary full-width button with Quit alongside. Content is centered
in a fixed-width column.
Pixel-verified: three card panels render cleanly with aligned controls,
seeded from the game's effective config.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add an integrated configuration launcher (n64recomp-style) that runs
before the emulator boots, so users pick renderer/SS/AA/colour-model/
SPU/BIOS/disc from a GUI instead of editing TOML by hand.
runtime/launcher/launcher.{h,cpp}: psx_launcher::run(window, glctx,
UserSettings&, game_name, assets_dir) -> {Launch, Quit, Unavailable}.
Base RenderInterface_GL3 (no SDL_image dep) + SystemInterface_SDL +
RmlUi data-model binding; Win32 comdlg32 file picker for BIOS/disc.
Caller owns the window/context (clean seam for a future runtime
"re-open settings" overlay).
assets/launcher.rml (embedded <style>) + bundled LatoLatin fonts.
NB: the TTF family name is "LatoLatin", not "Lato" — RCSS must match it.
runtime.cmake: PSX_LAUNCHER option (ON; never for ORACLE builds);
ensure-launcher-libs adds freetype + RmlUi statically; per-target wiring
links RmlUi::Core + GL3/SDL backends, POST_BUILD copies assets next to
the exe. GL3 backend force-includes <algorithm> (GCC/Clang).
main.cpp: before BIOS resolution, if PSX_LAUNCHER && !PSX_NO_LAUNCHER,
spin up an isolated GL 3.3-core window, run the launcher, apply choices
+ save_user_settings on Launch (return 0 on Quit), then tear the window
down. Isolated window avoids the software-renderer-vs-GL window-flag
conflict; the emulator's own boot path below is untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
New debug server commands for the GL backend: gl_fbo_peek reads a rect
of GPU-side VRAM (via the pack pass) without touching the CPU array,
gl_vram_diff reports full-VRAM FBO-vs-CPU mismatch count/bbox/samples,
and gl_coh_ring dumps the always-on coherency event ring (last n events,
optional frame_min filter).
crash_trace SEH dumps now report the faulting module + base + offset and
scan the stack for executable return addresses, so dumps stay
addr2line-able despite ASLR.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Present path: 15-bit frames always blit the display rect straight from
the GL VRAM FBO (4:3 letterboxed); 24-bit FMV frames sync the FBO down
and present the CPU conversion. One deterministic path per depth — the
old per-frame FBO-vs-CPU alternation (menu jitter) is structurally gone.
Audio: sdl_audio_update() ramps gain over 40 ms at turbo-loads
mute/unmute edges with an 8-frame unmute hangover to debounce burst
gaps. The fade tail is sized to the ramp (1764 frames) and clamped to
the buffer — the first version rendered 2205 frames into the 2048-frame
sdl_audio_buf and corrupted adjacent statics.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full rewrite of the GL backend around a single authoritative hr VRAM FBO
(RGBA8 + stencil mask-bit mirror, internal scale from [video]
supersampling): GPU fills/copies/draws rasterize into it, CPU uploads
batch through a pending-rect quad blit, a PACK pass re-encodes dirty
regions into the native R16UI raw mirror for texture sampling and
readback, and gpu.c routes GPUREAD/mask-check/peek reads through the
facade so the CPU array syncs before any CPU-side read.
Texture sampling adopts the Beetle-PSX model (structure only, studied
from beetle-psx-libretro):
- Per-primitive uv sampling bounds, clamped in the fragment shader when
no texture window is active. Filtered neighbours and S>1 interpolation
overshoot can never read outside the prim's own texture rect. Bounds
back off the exclusive max edge for axis-aligned (2D) uv mappings and
widen to the full page when the uv range crosses a 256 wrap boundary.
- Bilinear takes the NEAREST texel as base (cutout + STP authority),
neighbours toward the sub-texel offset, with per-texel opacity weights
and renormalised colour. The old "-0.5 then floor" base sampled one
texel OUTSIDE the prim on top/left edges; where that neighbour was
empty VRAM (e.g. tiled menu backgrounds with u0=0) the whole edge
column/row discarded — the vertical line on Tomba's title and the
cross seams on the memory-card screens.
The software renderer's bilinear gets the same reformulation so GL and
SW render filtered output identically; the SW nearest path (shipping
default) is untouched.
Also: always-on coherency event ring (flushes, fills, copies, draw
bboxes, packs, readbacks, presents, probe perturbations, with rects +
frame numbers) queryable via the debug server, and gl_vram_diff now
forces a full pack so it reads FBO truth even where the raw-mirror
invariant is broken.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SPU Catmull-Rom float shadow (spu_shadow), 15-bit CRT color LUT (raw bit-exact), verifier. Opt-in (env-gated), default OFF: raw output byte-identical and remains the verify oracle. Reverts loud (DEGRADED) on divergence. ShadowVerifier ported from JRickey/gba-recomp (MIT OR Apache-2.0). Compiles clean; full game-build A/B is the remaining integration gate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The FBO-present crop shader sampled a sub-region of the 1024x512 VRAM
texture with vertex-interpolated UVs; sub-texel precision over the
fullscreen triangle produced a vertical seam and text smearing on screen
(the GPU render itself was correct — forcing the software present path
showed a clean image, which localized the bug to the present sampling).
Replace the crop shader with glBlitFramebuffer: an exact integer-rect
copy of the display region from the FBO to the window, with the vertical
flip folded into the dst rect. No per-fragment UV math, no sub-texel
error. linear=GL_LINEAR (AA) else GL_NEAREST.
Also:
- screenshot now calls gl_renderer_sync_cpu() first, so captures reflect
the on-screen frame under the FBO-present path (was reading stale CPU
VRAM). Safe: the debug server is pumped on the main GL-context thread.
- PSX_GL_FORCE_CPU_PRESENT=1 forces the software readout present path —
a fallback/diagnostic that also keeps CPU VRAM current every frame.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Move the remaining 2D primitives (flat/textured rects, fill, lines) onto
the GPU, and present directly from the FBO color texture cropped to the
display region instead of reading the whole 1 MB FBO back to CPU VRAM
every frame.
Why both at once: the native present read the `vram` array directly and
relied on an incidental software op each frame (the HUD/sprites, drawn
last) to trigger the FBO->CPU sync. Moving every primitive to the GPU
removed that trigger, so a fully-GPU frame left `vram` stale -> black
present (the earlier FMV->black regression). The fix is to present from
the FBO when the GPU holds the freshest frame (gl_renderer_have_gpu_frame)
and to sync explicitly (gl_renderer_sync_cpu) on the software/24-bit path.
Result: the per-frame readback is gone for GPU scenes (the forest-lag
source), software/FMV frames keep the CPU present path (verified: the
MDEC intro renders correctly), and loads are faster.
KNOWN-FOLLOWUP cosmetic artifacts to clean up: the GPU textured shader
doesn't yet implement the texture window (wrap/mask), so tiled/wrapped
sprites show seams; bilinear texture_filtering isn't honored on the GPU
path; and the debug screenshot still reads CPU VRAM (stale under the
FBO-present path) so captures can lag the on-screen image.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
gpu.c applies draw_offset_x/y to every primitive's coordinates before
calling the gr_* facade (see gp0_exec_* — triangles, rects, sprites,
lines all pre-offset), and the software raster consumes them directly
(g_offset_x is never read during rasterization). The GPU triangle paths
were adding s_off again, double-applying the offset.
At the logos the offset is 0 so it was invisible, but in the scrolling
overworld it displaced every GPU-rendered triangle by 2x the scroll,
pushing the background/foreground terrain quads off-screen while
sprites (drawn as rects -> software, single offset) stayed put. Net
effect: "the entire overworld is gone" — only sprites survived.
Drop the s_off addition in gpu_triangle/gpu_textured_triangle. Verified:
the attract-demo overworld now renders full terrain (grass, mushrooms,
cliffs, signpost, coins) instead of sprites on an empty gradient.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Route semi-transparent flat/gouraud/textured polys to the GPU instead of
falling back to software (which forced a full FBO readback per prim).
The four PS1 modes (B/2+F/2, B+F, B-F, B+F/4) map to fixed-function
blending: FUNC_ADD/REVERSE_SUBTRACT with ONE/CONSTANT_ALPHA factors, the
fragment as source and the FBO as dest; framebuffer clamp matches the PS1
saturate. glBlendEquation/glBlendColor loaded via the modern-GL loader.
Textured semi-transparency honors the per-texel STP bit via a two-pass
split (new u_semipass uniform): pass 1 lays opaque texels with blend off,
pass 2 blends only STP texels. Untextured semi prims blend every pixel in
one pass. Opaque prims are unchanged (semi = -1, blend disabled).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
handle_screenshot_file emitted a 24-bit BMP regardless of extension, so
"screenshot_file path=foo.png" produced a file that PNG-only consumers
(and the agent Read tool) rejected. Replace with a self-contained PNG
encoder: 8-bit truecolor, IDAT carried as a zlib stream of stored
(uncompressed) DEFLATE blocks with correct CRC32 + Adler32. No new link
dependency, so the static self-contained runtime stays self-contained.
Default name is now psx_screenshot.png.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Route opaque textured/shaded-textured triangles to the GPU via a raw
16-bit VRAM integer sampler (GL_R16UI) + a CLUT-decoding fragment shader
(4/8/15-bit depths, texel-0 discard, PS1 *2-around-0x80 modulation). The
raw VRAM texture mirrors CPU VRAM in ensure_gpu; render-to-texture within
a single GPU batch is a known later-step limitation. Semi-transparent
textured polys still fall back to software.
Two play-test fixes folded in:
- Present at native res under the GL backend (glb_set_scale/glb_scale
return 1). GPU draws write the FBO only, not the software SSAA hi-res
mirror g_hr, so presenting via g_hr dropped every GPU layer ("entire
layers missing"). GPU-side hi-res scaling is a later step.
- noperspective on GEO/TEX varyings for PS1 affine (non-perspective)
parity ("logos look horrible" -> clean).
Verified: PlayStation BIOS logo + Tomba face cutscene render correctly
via the GPU path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First real GPU rasterization. VRAM is mirrored as an RGBA8 GL texture bound to
an FBO (the render target); opaque flat and gouraud triangles are rasterized on
the GPU into that FBO via a geometry shader. Everything else (textured polys,
rects/sprites, lines, fills, semi-transparent polys, VRAM transfers/copies)
stays on the software rasterizer over CPU VRAM.
Coherency: two dirty flags keep CPU VRAM and the FBO in sync — a GPU draw
uploads CPU VRAM if the CPU side is ahead; a software op or the display readout
reads the FBO back (glReadPixels) if the GPU side is ahead. So both paths
interleave correctly in PS1 draw order. The sync is entirely inside the backend
vtable, so main.cpp/present are unchanged.
Verified on Tomba: GPU raster path enabled (FBO complete), renders correctly
and matches software A/B (Whoopee Camp logo intro), no corruption/crash.
Known/expected: the per-op full-VRAM sync is simple, not fast — with most
drawing still software it thrashes and runs slow. That disappears as textured
polys move to the GPU (next steps): textured-poly CLUT sampling shader, then
semi-transparency/dither/mask, then internal-res scaling, then drop the
readback and keep VRAM GPU-side.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replaces the legacy immediate-mode present quad with a modern-GL pipeline:
SDL_GL_GetProcAddress loader for the GL 2.0+/3.0 entry points, a compiled
vertex+fragment present program, and a fullscreen-triangle draw via an empty
VAO. Verified: Tomba renders correctly via the shader path (log "GL present
path = shader", GL 4.6 NVIDIA). On any loader/compile/link failure it degrades
to the immediate-mode quad, so present never black-screens.
Rasterization still delegates to software (vtable unchanged) — this isolates
and validates the shader/VAO plumbing that the GPU rasterizer builds on next:
VRAM as a GL texture + an FBO at internal resolution, primitive shaders.
Avoids GLchar/GLsizeiptr (absent in MinGW GL 1.1 headers) by spelling loaded
prototypes with char/ptrdiff_t (ABI-identical).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The opengl backend now creates a genuine OpenGL context and presents through
it. Verified: Tomba boots and renders gameplay correctly via GL (context
"4.6.0 NVIDIA"), pixel-identical to software.
- gpu_gl_renderer.c: gl_renderer_init_context (SDL_GL context on a
SDL_WINDOW_OPENGL window), gl_renderer_present (upload ARGB image -> GL
texture -> full-screen quad -> SDL_GL_SwapWindow), present_blank, shutdown.
Legacy GL 1.x (immediate mode) so no GL loader needed yet (-lopengl32).
Backend vtable still delegates rasterization to sw_* this phase, so the GL
path is pixel-identical — this isolates/validates the context+present.
- main.cpp: window gains SDL_WINDOW_OPENGL when renderer=opengl; GL context
created with graceful fallback to the SDL_Renderer path on failure; present
+ disabled-frame + cleanup branch on g_gl_active. SW path untouched.
- runtime.cmake: link opengl32 (Win) / OpenGL::GL (other).
Phase 2b (next): move rasterization onto the GPU — VRAM as a GL texture/FBO,
modern-GL loader + shaders, primitives at internal resolution (the actual
scaling-without-perf-loss win).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Foundation for a selectable hardware (OpenGL) renderer alongside the software
rasterizer. No behavior change: software remains the default and routes through
the facade to the exact same sw_* functions.
- config: [video] renderer = "software" (default) | "opengl" (config_loader).
- gpu_render.h/.c: gr_* facade + GpuRenderBackend vtable. gpu.c (50 call sites)
and main.cpp (present/scale/filter) now call gr_* instead of sw_* directly.
The software backend table points straight at sw_*, so the SW path is
byte-identical.
- gpu_gl_renderer.c: Phase-1 stub. gl_backend_get() returns NULL, so
requesting renderer="opengl" logs a notice and falls back to software.
- main.cpp: selects the backend (gr_set_backend) before gpu_init().
Phase 2 (next) builds the real GL backend: SDL GL context, VRAM-as-texture/FBO,
shader rasterization at internal resolution, present. Phase 3: coherency,
transparency/dither/mask, then default-with-fallback.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
New [video] texture_filtering = "nearest" | "bilinear" (default nearest).
Bilinear smooths textures and 2D backgrounds by sampling the 4 neighbouring
texels and blending them. Done correctly for PSX:
- blends in RGB after the CLUT lookup (never interpolates palette indices)
- transparency-aware: keeps cutouts where the nearest texel is transparent,
and replaces transparent neighbours with the nearest colour so edges don't
bleed to black
- neighbours wrap within the 256-texel page, so the blend stays inside one
texture instead of bleeding across packed VRAM
Applied to all textured primitives (triangles, shaded triangles, sprites,
scaled sprites); independent of supersampling and resolution, so cost is in
texel fetches only, not pixel count. Nearest path is byte-identical when off.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
rgb555_to_argb packed the ARGB bytes as A|B|G|R instead of A|R|G|B, so the
supersampling display path (scale>1) showed red and blue swapped. The
native scale==1 path uses gpu_display_pixel_argb and was unaffected. Match
the authoritative packing exactly: A<<24 | R<<16 | G<<8 | B.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a software-renderer supersampling path so PSX games can render at a
higher internal resolution with anti-aliased edges, configured per game via
a new [video] block:
[video]
supersampling = 1..4 # internal-res SSAA factor (1 = native, default)
antialiasing = true # linear present filtering
How it works: when scale > 1, gpu_sw_renderer maintains g_hr, an S*-scaled
mirror of VRAM. Every primitive is rasterized into native VRAM (byte-
identical to the scale==1 path — VRAM stays authoritative for framebuffer
readback, render-to-texture, transfers) AND into g_hr at S* resolution;
textures are always sampled from native VRAM so texels keep native res while
geometry/shading gain resolution. Block ops (fill/copy/CPU->VRAM/pixel write)
replicate into the mirror. Display reads the mirror and the present path
downsamples to the window (true ordered-grid supersampling). 24-bit (FMV)
frames fall back to the native path. scale==1 allocates nothing and behaves
exactly as before.
To keep the mirror coherent, the two GP0 handlers that wrote vram[] directly
(fill-rect 0x02 and the A0 CPU->VRAM image transfer) now funnel through
sw_fill_rect / sw_vram_write — no VRAM write site bypasses the renderer.
main.cpp sizes the SDL texture/logical-size/staging buffer to the internal
resolution and selects linear vs nearest present filtering from the config.
Verified on Tomba at supersampling=2: boots, renders a correct frame, holds
59.96 fps (pacing-limited, render headroom), dispatch_miss_total 0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bug D root cause (Tomba chest freeze, also QA issue #1): the game's own
dispatcher func_80056E08 has a dead jumptable case (type 0x21 ->
jal 0x80120B3C) whose target is mid-function in EVERY overlay variant on
the disc (only the boot EXE references it; the real handler entry is
0x80120AC8). Entering mid-function skips the prologue, runs an epilogue
for a frame that was never pushed, and returns through garbage. Our C
model then resumed the suspended generated continuations on the moved
guest stack -> double-executed tails -> infinite zombie loop (~3K wild
calls/frame) -> MMIO fatal. Family root of Bugs A/C/D.
The contract: a generated C continuation may only run if the guest
actually arrived at it ($ra == call site return address, $sp == caller
sp at the call). Violations begin a "bail" unwind: cpu->pc := the wild
jr's true target, every generated frame returns immediately, and the
unwind resolves at the first enclosing site whose contract matches (or
flattens at the outermost dispatch loop, re-dispatching the wild target
on a clean host stack -- matching real-HW one-stack semantics).
- cpu_state.h: bail state + psx_call_contract() helper (+ overlay-DLL
pointer indirection under PSX_OVERLAY_DLL_BUILD)
- emitters: (ra, sp) checks at every BIOS and game jal/jalr site;
psx_dispatch_impl validates pc==0 and stop-hits against (stop, sp),
handles bail resolve/propagate/flatten
- dirty_ram_interp: surfaced calls validate the contract on return;
bail aborts the interp run; tail transfers into compiled code now run
with pc cleared (closes a latent double-run on plain C returns)
- overlay cache ABI v2: DLLs export overlay_abi(); loader rejects and
deletes stale DLLs (autocompile regenerates with contract checks)
- telemetry: bail_first/resolved/flattened/anomaly in heartbeat + dump
headers; anomaly guard at exception entry; TCP_COMMANDS.md docs
Verified: BIOS+Tomba regen, boot to intro at locked 60.0 fps, all bail
counters 0 through boot/title/attract (no false positives). Chest-area
gameplay verification pending (requires user play).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The chest-freeze postmortem (2026-06-10) exposed a three-way race when
psx_fatal_halt (main thread) and the watchdog (heartbeat thread) dump
concurrently: shared static io_buf corrupted both 159MB JSONs, and the
watchdog flipping s_last_wedge_kind mid-write sent the fatal dump (which
runs ON the main thread) into the SuspendThread stack walkers -> main
thread suspended itself two instructions before its own ResumeThread,
killing TCP on the held state. Fixes: CAS gate (first dump wins),
wedge_kind snapshotted at entry, walkers refuse to suspend self.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The two pre-fix attract-idle 'degradations' (2026-06-10 dumps ...393 and
...707) were observer interference, not guest bugs:
- both wedge dumps show 8/8 main-thread stack samples inside WS2_32!send
(same call site) — the main-thread-pumped server blocked sending to a
trickle-draining client, throttling the loop to ~6 fps;
- the 'frame counter reset to 0' was a second process instance (no reset
path exists for s_frame_count or psx_cycle_count; dump ...707 has lower
cycles than ...393);
- the 'kernel-only dispatch loop' signature (0xB0/0x650, restore target
0x80068024, EPC 0x80000048, dispatch_count 0) is the normal Tomba
title-attract idle pattern — identical in a healthy 60-min post-fix soak.
Fix the loophole and make recurrence self-evident:
- send_all_blocking gains a 15 s TOTAL budget per response (the 2 s
SO_SNDTIMEO only bounded zero-progress chunks; a slow-but-alive client
could throttle the emulator indefinitely while heartbeating the
starvation watchdog). Over budget -> client dropped, runtime unharmed.
- cumulative tcp_send_stall_ms + tcp_clients_dropped exported in the
freeze heartbeat (top level + per-tick ring 'tcp_ms') and in every
wedge/fatal dump header, so a TCP-throttled window is attributable at
a glance. Documented in TCP_COMMANDS.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- crash_trace.c: SEH and signal handlers now also write the freeze-style
full ring dump (wedge kind 4), so a host fault no longer takes the
rings with it. freeze_heartbeat_fatal_dump gains a first-dump-wins
guard so a post-mortem fault during halt-and-serve can't overwrite the
original fatal dump.
- freeze_heartbeat.c: raise per-ring auto-dump caps (wtrace_all/dirty
16K->256K, others 4-8K->64K, frame history 600->3600). The old caps
spanned under a second of activity — too short to cross a degradation
transition; the underlying rings hold 4M entries. Dumps grow to
~50-80 MB, which prior investigations handled fine.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A pre-fix degraded session died via host SEH (wild write, frame 282184)
with garbage DMA ch2 regs in flight, losing every ring. Convert the
corruption escape paths into held, fully-queryable states:
- dma.c: validate BCR-derived transfer length on every kick (cap 0x80000
words = 2 MB; nothing legitimate exceeds RAM/VRAM size). Violation ->
psx_fatal_halt with MADR/BCR/CHCR in the reason. Linked-list mode is
exempt (BCR unused; node walker already has MAX_NODES).
- dma.c: clamp the CD overlay-capture span to host RAM end — the DMA
word loop wraps inside the 2 MB mask but the capture memcpy/CRC took a
flat ram+offset span and could read past the RAM array.
- dma.c, gpu.c: all six fprintf+exit(1) fatal sites (unimplemented DMA
channel, unknown DMA reg, unimplemented/unknown GP0, unknown GP1) now
route through psx_fatal_halt — rings stay live for post-mortem TCP.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
During turbo the guest runs at host speed, so SPU output rendered in
that window is time-compressed garble — queueing it is the audible
stutter players hear at every load burst. Hoist the turbo-active test
above the audio pump and skip queueing while it holds: the device
drains the last real-time samples, underruns to silence for the load,
and the SPU (no longer sampled) resumes from the same musical position
when pacing returns.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- psx_fatal_halt: deliberate fatal sites (unhandled MMIO access,
trap_crash) now write the structured crash report AND a full
freeze-style ring dump (wedge kind "fatal"), then keep pumping the
TCP debug server forever in debug-tools builds so every ring stays
queryable against the exact crash state (ring-buffer-first: crashes
are interrogated, not snapshotted). Release builds exit(1) as before.
Re-entry guarded; heartbeat JSON gains a "fatal" field.
- gp1_dump: dedicated always-on GP1 (0x1F801814 display control) ring,
512K entries (~15 min of gameplay) with frame-window server-side
filtering. The general MMIO ring rolls over in under a minute of SPU/
DMA traffic, which kept evicting boot-window display history before a
probe could ask "who toggled the display during the logo" (bug 1).
- mmio_dump/mmio_clear documented in TCP_COMMANDS.md.
The halt-and-serve path is what made the pig-crash root cause a
one-repro diagnosis.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pig-into-pig crash (TombaRecomp issue #1, v0.1.5): when a cached-DLL
native overlay function called uncached overlay code, the dirty interp's
overlay local-flow chained the callee's jr-ra straight past the nested
dispatch's return point (the target page is always dirty for overlays),
executing the native caller's tail in the interpreter. The suspended
native host frames then resumed and double-executed those tails against
a moved guest stack, restoring garbage callee-saved registers — main
loop's s1 mode-switch constant destroyed -> zombie loop (blue screen,
music on IRQs) or wild pointer -> fatal MMIO READ16.
Thread stop_addr (psx_dispatch_call's return_addr) through
dirty_ram_dispatch; local flow exits when any transfer or straight-line
fall-through reaches it, handing control back to the dispatch loop's
existing pc==stop_addr return. Signature change is deliberate: stale
generated dispatch fails to compile, forcing regen (BIOS + Tomba
regenerated; other titles regen on their own branches).
Sibling of the Bug A call-contract fix, on the return side. Root-caused
live via always-on rings on a wedged instance; user-verified fixed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- debug_server.c: dump_ram = alias of read_ram (one request, one response,
up to full 2 MB); screenshot = screenshot_file (24-bit BMP, optional
"path", default psx_screenshot.bmp); vram_peek cap 64->128; read_ram hex
encode via nibble table (was 2M snprintf calls stalling the main thread);
send_all_blocking bounded (1 MB chunks, SO_SNDTIMEO 2s, heartbeats the
starvation watchdog per chunk) and drops the client on send failure
instead of letting the watchdog kill the runtime; handle_quit tags exit
origin.
- beetle_debug_server.c: read_ram cap 64 KB->2 MB via heap+send_raw;
dump_ram/screenshot aliases; screenshot w/h->width/height parity;
set_input now holds until clear_input (frames param optional) matching
psx-runtime semantics — the old default expired after 1 frame and the
off-by-one in the getter cleared the override before it was ever read,
so scripted beetle navigation silently did nothing; wtrace_dump response
heap-built + send_raw (per-entry send_fmt dropped chunks on multi-MB
responses, producing broken JSON).
- crash_trace: new psx_crash_trace_set_exit_origin(); report gains
exit_origin (tcp_quit / sdl_window_close / unknown).
- debug_client.py: O(n) string-aware brace parser (old per-byte loop was
O(n^2) — minutes on a 2 MB response, which starved the server's send and
got the runtime killed); generic key=value passthrough for any server
command without a bespoke CLI mapping.
- TCP_COMMANDS.md updated for all of the above.
Verified: 2 MB read_ram round-trip 0.75 s; scripted beetle navigation
reaches the memcard file-select; wtrace_dump returns valid JSON at 21 MB.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- First-run pickers now state exactly which user-supplied file is being
requested: an info box + step-numbered dialog title for the BIOS
(Step 1 of 2, SCPH1001.BIN) and the game disc (Step 2 of 2, named
game + accepted formats), each noting what it is NOT. Game name comes
from the loaded game config.
- event_ring recording is now compiled out under PSX_NO_DEBUG_TOOLS:
it is only readable via the TCP debug server (stripped in production)
and is not part of the freeze dump, so recording was pure hot-path
cost. All other rings were already no-op gated.
- Overlay autocapture (which writes the player-shareable
overlay_captures.json) is now enabled whenever overlay_cache is on,
no longer coupled to the dev-only autocompile command — player builds
produce the contribution file the README promises; the background
compile still requires a configured command and no-ops without one.
Production surface after this: no console (-mwindows), no TCP server,
no ring recording; keeps overlay cache + captures, freeze watchdog JSON,
and crash report.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (freeze dump 1781046069, addr2line-verified): the wall-clock
pacing loop in sdl_vblank_present read the performance counter twice per
iteration — once in the while-condition, once to compute remaining time.
If the frame deadline was crossed between the two reads (a preemption
window), the unsigned subtraction underflowed, *1000 overflowed, and
SDL_Delay received ~2^64/10^4 ms mod 2^32 ≈ 24.7 days at the standard
10 MHz QPC. The app parks in one SDL_Delay with every counter frozen,
wedged between 'i_stat |= VBLANK' (interrupts.c:286) and exception
delivery — which is why dumps showed i_stat=1 pinned. VBLANK was being
ACK'd every frame right up to the wedge in every dump examined; the
'VBLANK-ACK reentry storm' framing was a symptom misread.
- frame_pacing.c/h: shared race-free pacer (single counter read per
decision, compare-before-subtract, sleep clamped to one period).
Both call sites switched: main.cpp sdl_vblank_present and
beetle_main.cpp. Unit test pins the underflow case.
- Vsync self-heal: the 'recovered storm' dump (1781045865) was 8/8
main-thread samples inside wglSwapBuffers — NV driver blocking ~1.5s
per present. After 3 presents >250ms, drop driver vsync (we pace to
59.94 Hz ourselves). Counters surfaced in the freeze dump.
- Watchdog classifier: 'reentry_storm' threshold (5K/sec) was below the
healthy baseline (~2K reentry blocks/frame × 30-60 fps), mislabeling
normal play and host stalls — that label misdirected two prior
investigations. Now normalized per frame (>20K/frame), plus a new
slow_frames kind (<5 fps) with multi-sample stack capture.
Verified: test_frame_pacing ALL PASS; live Tomba paced at 59.962 fps
over 20s (single-process measurement).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Runtime detects an uncovered overlay/kernel variant by sustained dirty-RAM
interp pressure inside the capture windows (g_dirty_window_dispatches,
sampled every 600 vblanks; fires only at a coherent non-loading moment via
cdrom_load_in_progress, 60s cooldown, 16/session cap), writes the capture
JSON, and spawns the game.toml-configured compile command
([runtime] overlay_autocompile_cmd, cmd.exe /C, cwd=project root, child
output kept in an in-memory ring — no log files). On child exit 0 the emu
thread rescans the cache (overlay_loader_rescan: idempotent dir re-scan +
checked-regions reset) so the new DLL loads on the next dispatch and the
variant goes native in-session. Dedup is tool-side (existing-CRC skip);
pressure drops to zero once code is native, so the loop self-limits.
New TCP: autocompile_status / autocompile_run / overlay_rescan.
compile_dll now uses absolute native paths and reports exit codes.
VERIFIED live (user-played route): 2 auto-triggers fired, captures written,
child ran recompiler+audit (new variants 1E7DDE2C, A62D0A7C discovered and
audit-clean), rescan picked the compiled DLL up in-session. OPEN ISSUE: gcc
exits 1 with no output inside the spawned cmd.exe child (same absolute-path
command succeeds from an interactive shell) — compile step currently
completed manually; suspect child-env difference, to be isolated next
session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
While the game is loading, skip wall-clock pacing in sdl_vblank_present
so the guest runs at host speed (presents 1-in-30 for visual progress).
Gated three ways: game.toml [runtime] turbo_loads (OPT-IN — streaming
titles must stay off), post-BIOS-handoff only (fntrace_is_game_started),
and cdrom_load_in_progress() — a data-sector read stream is active or a
data sector landed within the burst-gap window (bridges per-file
Setloc/seek gaps); XA streaming (FMV/CD audio) is never a load. New
turbo_loads TCP command gets/sets the enable and reports load_active +
unpaced-vblank count.
Measured (Tomba boot, vs step-3 baseline; user-confirmed in play):
intro load 1066 sectors 7.59s -> 6.20s; later loads 3.3-5.1 ms/frame
vs 16.7 paced (3-5x); 704 vblanks ran unpaced; no watchdog events.
Compression ceiling is guest speed during loads, which is currently
interpreter-bound (the 0x11xxxx loader-region family, ~12M insns) —
step 2.8 variant-capture automation multiplies turbo directly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CDROM_INSTANT_MAX_PER_FRAME becomes a runtime variable (default 32,
clamp [1,4096], period still floored at CDROM_MIN_DELAY). Three writers
share the knob: game.toml [runtime] instant_max_per_frame, the new
cdrom_instant_rate TCP command (in-session A/B without rebuilds), and
the upcoming turbo-through-loads predicate (step 4).
New always-on CD load-burst ring (ring-buffer rule): one record per
gap-separated run of delivered data sectors — start/end frame, host
wall ms, sector count, rate+divisor in effect. cdrom_bursts TCP command
dumps newest-first, making "load duration" a measured quantity.
MEASURED CONCLUSION (Tomba boot, identical deterministic workload):
the 32/frame cap is NOT the load-time bottleneck. Intro load at rate 32
= 1066 sectors / 456 frames / 7.59s; at rate 256 = 1064 / 449 / 7.48s
(identical within noise; actual delivery 2.2-4.8 sectors/frame, never
near either cap). Tomba's loads are paced by the game's own per-sector
processing at real-time speed — wall-clock load time is a job for
step 4 turbo (run the guest above real-time while loading), not for a
bigger IRQ budget. Default stays 32. No watchdog transient at either
rate (the old frame ~184-213 reentry storm did not reproduce — likely
calmed by step 2.7's native exception tail).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Extend the overlay JIT cache below the 0x98000 floor to kernel RAM
[0, 0x10000) — the BIOS part-2 image + install-at-runtime stubs
(Rule 18), dominated by the SIO data-byte slot at 0xCF0 whose
install-slot hook tail-dispatches the whole exception-handler tail
into the interpreter on EVERY exception once installed.
Window model (dirty_ram_interp.h): two capture/candidate windows —
kernel [0, 0x10000) and overlay [0x98000, RAM); main-EXE text between
them is statically recompiled, never captured. Interp local-flow gates
intentionally stay overlay-only (kernel runs per-block in exception
context; named constant documents this).
- overlay_capture: per-window dirty-run enumeration, runs clamped at
window edges (kernel CPU-write pages and main-EXE DMA pages can be
adjacent; never merge them).
- overlay_loader: dispatch lazy-load gate covers both windows;
scan_cache_dir validates the <addr8>_<crc8>.dll shape explicitly
(kernel region_start 0 is legal, zero-parse is no longer a sentinel).
- classifier (compile_overlays.py): kernel-window-only DISPATCH_ROOT
promotion — an orphan dispatch interior no rooted walk covers has no
host to truncate and is a real execution root by construction (the
static install-slot hooks tail-dispatch into it). One orphan per
iteration so remaining orphans alias into the new host. Overlay
regions stay ineligible (cross-variant per-PC evidence: 0xE889C class).
- main_psx --overlay: 'dispatch_root' seed lines are trusted walk roots
(exempt from the boundary re-check); seed range is now the loaded
image's own bounds (the old hardcoded [0x80010000,0x80200000) window
silently dropped kernel seeds).
- overlay_api/loader/DLL preamble: route psx_restore_state_escape
through OverlayCallbacks (appended last, by-value copy keeps old
DLLs compatible) — exception-context kernel code longjmp-returns.
Tomba verified (user-played: title -> LOAD list renders -> save loads
-> overworld laps): kernel interp per-PC rows 3 -> 0 (was 0xCF0 =
61,775 dispatches / 2.71M insns at the LOAD screen alone, ~4.6M
insns/session); host func [0xCF0,0xEA0) + 0xDF8/0xE08 aliases, audit
clean; dispatch_native 357,763; dispatch_miss_total 0; interp aborts 0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two pieces from the variant-coverage investigation:
1. dirty_ram_stats per_pc rows gain an `entries` counter: dispatches
that arrived from NATIVE code (call / dispatch loop), distinguished
from the interpreter's own block-to-block chaining via a consumed
chain-target latch. `hits` conflates the two — below the local-flow
floor every taken branch re-dispatches, so chain blocks dominate and
misattribute hot families. First use REFUTED the main-EXE-interior-
entry hypothesis: the 0x1DFF8/0x1E0D8 family (~1M insns) has ZERO
external entries — it is purely downstream of overlay interp runs,
and collapsed to 57K insns once the overlay variant was compiled.
No main-EXE aliasing needed.
2. compile_overlays.py merges prior-manifest evidence on rebuild: every
F entry in an existing .ranges for the SAME image bytes was proven
compilable, so a fresh (poorer) capture cannot regress coverage.
Callable entries re-enter as captured function entries; non-callable
ones (alias wrappers from a prior build) re-enter as dispatch entries
so the classifier re-derives their interior disposition — feeding
them back as walk roots would truncate their hosts.
Village variant DLL (000E7000_9707AAB5) force-rebuilt with merged
evidence: 195 -> 244 functions incl. interior aliases. Verified on a
user-played village+overworld lap: 0x12A60C (~1M interp insns),
0x138084, 0xED2F4 now native and absent from per_pc; 0 dispatch misses,
0 aborts, 0 invalidations.
Remaining interp load is (a) the variant long tail — the same overlay
region holds scene-dependent variants where one variant's code address
is another variant's DATA (0x800E889C: code in the overworld-family
image, a pointer table in the village image); per-entry hashing
correctly refuses stale native code, and each variant gets covered when
captured — and (b) the kernel-RAM SIO stub at 0xCF0 (~4.6M insns/
session), a separate class.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Inline multi-MB dumps wedge the single-threaded debug server (third
occurrence: dirty_block_log count=16384). Block ring joins the insn ring
and event ring in having a file-dump path; client plumbing included.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause of the dwarf-village->overworld native-overlay blue screen
(deterministic, every run, at native call #70):
The dirty-RAM interpreter's jal/jalr handlers preserved the call's
return-address obligation for statically-compiled callees
(psx_dispatch_game_compiled -> *next_pc_out = return_pc) and for non-local
targets (dispatch_nonlocal_call passes return_pc as stop_addr), but a LOCAL
DIRTY target fell through to a bare `cpu->pc = target; return 1`. When that
target was a NATIVE overlay candidate, the dispatch loop ran it as a C
function; its pc==0 return made psx_dispatch_impl unwind to the C caller,
silently dropping the suspended interpreted caller's continuation.
Concrete case: main-EXE field dispatcher F=0x800338A8 (undiscovered entry —
discovery walked it from 0x338B0; reached via data-table jalr, so it runs
under the interpreter) does `jal 0x8011B0D4` per entity. Under native exec
F's epilogue never ran: guest sp leaked 0x18 per entity until the world
corrupted. Interp-only mode is immune (the callee's own jr ra is interpreted).
Evidence chain (full-register fingerprint diff ON vs OFF localized first
divergence to sp at exec #70; frozen dirty-block ring shows F re-entered at
sp-0x18 with no epilogue between) is in docs §9 and the session memory.
Fix: overlay_loader_call_native() — run a validated native candidate as a
unit and resume at return_pc — called from both jal and jalr handlers,
mirroring the psx_dispatch_game_compiled contract exactly. Side effect:
native overlay coverage rose from 86 calls per village->overworld run to
~112,000 (interpreted calls now route to native candidates).
Verified: dwarf->overworld renders and plays under native overlays.
Same-scene A/B: host CPU 7.31 (native) vs 7.83 (interp) CPU-s per 15s wall.
Timing hypotheses refuted by experiment before fixing: IRQ-check cadence
(suppress armed, identical failure) and device-event granularity
(conservative stepping, identical failure).
Also in this commit (the capture tooling that found it):
- fingerprint ring now stores full entry/exit register files + guest cycle
(FP_CAP 2^20 crc-only -> 2^16 full-reg); overlay_fp_dump takes a path.
- insn_freeze <addr> <nth>: one-shot latch freezing insn/block/flow/fntrace
rings immediately BEFORE the Nth dispatch of a watched candidate, so the
pre-divergence window survives until dumped (ring-first, no arm-then-hope).
- dirty_insn_gate <lo> <hi>: runtime-settable extra PC range for the per-insn
interp log; native entry/exit markers (transferred=200/201) in that ring.
- dirty_insn_dump_file: file dump for the insn ring — the 16MB inline TCP
dump wedged the single-threaded debug server.
- freeze gating in the flow-log path gates ONLY the ring write, never flow.
- debug_client plumbing for the new commands + fntrace_arm/fntrace_dump.
- docs/overlay-recompilation-design.md §9: the dispatch call-contract
invariant, the Bug A case study, verification numbers, and known residue
(data-jump-table discovery-miss class; one unreproduced black-screen
one-off; §8.3 tail-position caveat).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Accumulated working-tree state for the overlay-JIT-cache phase, committed as a
checkpoint before the Bug A fix (next commit):
- event_ring.{c,h}: always-on unified event-timeline ring (IRQ deliver/gate/
raise, I_STAT changes, DMA kick/sched/done, ENQ/DEQ per source, exec-mode
tagged). Edge-recorded, eviction-bounded, survives a blue screen; dump via
event_ring_dump/_tail/_clear.
- cdrom.c: disc_speed="instant" no longer collapses every sector read to the
500cy floor (which flooded ~1100 DMA3 completions/frame and starved main
code). CDROM_INSTANT_PERIOD bounds sector IRQs to CDROM_INSTANT_MAX_PER_FRAME
(32)/frame. Known caveat: a transient ~1-2s reentry storm at boot frame ~210
still trips the watchdog once, then recovers.
- interrupts.c: claimed-IRQ cooldown is now per-source — SIO stays 0 (card
reads need back-to-back IRQs); DMA/VBLANK/timer get CLAIMED_PROGRESS_QUANTUM
(8) blocks of guaranteed main-code progress between deliveries. Root cause of
the instant-disc freeze: cooldown=0 let the block leader re-take the
exception before its body ran (pinned at the 0x8005A1D8 field loop).
- gpu/dma/memory/sio/timers/psx_cycles: event-ring instrumentation at raise/
kick/complete/schedule sites; g_event_step_conservative (single-cycle event
stepping A/B used to refute the event-granularity hypothesis for Bug A).
- overlay_capture.c, overlay_loader.h, crc32: capture/manifest plumbing for
per-entry validity (Inc3).
- recompiler: overlay-mode emission updates (code_generator, main_psx).
- tools: compile_overlays.py audit/patch updates; tomba_loadtest.py.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reload-on-return does not fire against the current merged-capture DLL. Added
code-span watch/hash (vs whole-region) + diagnostics, and the counters pinpoint
why:
r0_fn_lo=0x000E73C0 r0_fn_hi=0x0013B184 -> 343 KB function span
r0_writes_since_invalid=107222 -> below span/2 threshold (171 KB)
reval_attempts=0 -> never triggered
The DLL was compiled from the merged 1.1 MB roaming capture, so its functions
are scattered across the whole region with mutable data interleaved. There is no
coherent reload unit to threshold or hash: the re-validate trigger never fires,
and a 343 KB hash including data would never match anyway. OV-1 (correctness) is
unaffected — invalidation still fires (no blue screen); only the native speedup
on return is blocked.
Conclusion: reload-on-return requires coherent per-overlay segmentation (split
the merged region into real load units). The reload machinery stays in as inert
scaffolding until segmentation lands. Diagnostics exposed via
overlay_loader_status (r0_*, reval_attempts, reval_crc_miss, last_reval_crc).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>