# Architecture How PSXRecomp is put together, end to end. For the higher-level "why three ways of running code" story, read [`EXECUTION_MODEL.md`](EXECUTION_MODEL.md) first; this doc is the component-level view. ## Two programs: the recompiler and the runtime PSXRecomp is split into two CMake projects that are built and run separately: ``` recompiler/ runtime/ ─────────── ──────── MIPS ──▶ C C + hardware simulation ──▶ native game binary (build-time tool) (linked with the generated C) ``` - **`recompiler/`** (C++20) is an offline tool. It reads MIPS R3000A machine code and emits C source files under `generated/`. - **`runtime/`** (C99 + C++17) is the engine. It loads the game's assets into an emulated PS1 address space, links the generated C in as native functions, and simulates the console's hardware around them. A **game repository** (e.g. TombaRecomp) contains no framework source — it links this framework in (as a submodule) and provides the game's config, seeds, and build glue. See [`BUILDING.md`](BUILDING.md#linking-the-framework). ## The recompiler (`recompiler/`) Two entry points share the same translation core: - `src/main_bios.cpp` — ingests the flat BIOS ROM (`SCPH1001.BIN`, loaded at `0xBFC00000`) and emits `generated/SCPH1001_*.c`. - `src/main_psx.cpp` — ingests a `PS-X EXE` extracted from a game disc and emits `generated/_*.c`. The translation pipeline: | Stage | File | Job | |---|---|---| | Decode | `mips_decoder.cpp` (+ vendored `rabbitizer`) | Decode MIPS instructions | | Control flow | `control_flow.cpp`, `basic_block.cpp` | Build basic blocks / CFG | | Discovery | `function_discovery.cpp`, `function_analysis.cpp` | Find function entry points (seeded from Ghidra exports) | | Codegen | `code_generator.cpp`, `full_function_emitter.cpp`, `strict_translator.cpp` | Emit C: one function per guest function, plus a dispatch table | Output is **two files** per program: a `_full.c` (the function bodies) and a `_dispatch.c` (the address→function dispatch table). Both are build artifacts and are **never hand-edited** — if the C is wrong, the fix is in the recompiler. GTE (the PS1 geometry coprocessor) instructions are emitted inline; COP0 kernel-mode instructions the BIOS needs are handled in codegen. ## The runtime (`runtime/`) The runtime is assembled by one CMake helper, `psxrecomp_add_runtime_target()` (defined in `runtime/runtime.cmake`), which a game's `CMakeLists.txt` calls with the paths to its generated C. The runtime provides: - **Memory & address space** (`memory.c`) — the 2 MB main RAM, scratchpad, BIOS ROM, and MMIO regions, with the dispatch that routes a guest PC to its native function (static, overlay, or interpreter). - **Hardware simulation via MMIO handlers** — GPU (`gpu.c`, `gpu_sw_renderer.c`, `gpu_gl_renderer.c`), DMA (`dma.c`), timers (`timers.c`), CD-ROM (`cdrom.c`, `iso_reader.cpp`), MDEC, SIO0 controllers/memory cards (`sio.c`, `memcard.c`), SPU (`spu.c`), GTE (`gte.cpp`), and interrupt delivery (`interrupts.c`). - **Host services** — window/input/audio via SDL2, a cooperative-thread scheduler on host fibers (`psx_fiber.c`: Win32 Fibers / POSIX `ucontext`), and the optional debug TCP server (`debug_server.c`). ### BIOS: LLE baseline + a swappable HLE tier The recompiled `SCPH1001.BIN` is the **low-level (LLE) baseline**: it *is* the kernel, and it is the reference implementation and the correctness oracle. There are no per-vector HLE shims replacing it. On top of that, PSXRecomp carries an optional **HLE tier** (`bios_hle`, on by default for player convenience) that can synthesize the post-boot kernel handoff state to skip the BIOS boot sequence, and intercept a small set of BIOS services — always falling through to the recompiled BIOS for anything it doesn't implement. LLE stays fully linked and is what every accuracy check runs against. Turn it off with `[runtime] bios_hle = false` or `PSX_BIOS_HLE=0`; with it off the build behaves as pure LLE. (Design notes: [`docs/internal/HLE_SCHEDULER_CARVEOUT_PLAN.md`](internal/HLE_SCHEDULER_CARVEOUT_PLAN.md).) ### Static / overlay / interpreter dispatch This is the heart of the system and has its own doc, [`EXECUTION_MODEL.md`](EXECUTION_MODEL.md). In brief: a guest PC resolves to statically-recompiled native code (BIOS + main EXE), a runtime-compiled **native overlay** (`overlay_capture.c` → `tools/compile_overlays.py` → `overlay_loader.c`), or the small **dirty-RAM interpreter** (`dirty_ram_interp.c`) — in that priority order. ### Overlay compile backend When an overlay needs compiling, the runtime spawns a C compiler on the recompiler-emitted C and loads the resulting DLL — it does not JIT in-process. The backend tier is resolved in `overlay_backend.c` (see `main.cpp` around the `code_provider` setup): ``` static → gcc → tcc ``` - **static** — the overlay was baked into the binary at build time (best case). - **gcc** — used when a system `gcc` is on `PATH` (the development default). - **tcc** — TinyCC, the toolchain-free fallback **bundled beside shipped executables** in `overlay_toolchain/` (an embedded Python + `tcc.exe`) so players never need a compiler installed. Compiled overlays are stored in a content-addressed cache namespaced by compiler and target ABI (`/gcc//…` vs `/tcc/…`); a `gcc` shard wins over a `tcc` shard for the same region. See [`docs/FEATURES.md`](FEATURES.md), [`docs/OVERLAY_CACHE_V2.md`](OVERLAY_CACHE_V2.md), and [`docs/ASYNC_OVERLAY_COMPILE.md`](ASYNC_OVERLAY_COMPILE.md). ## Renderers Three GPU backends behind one interface: - **Software rasterizer** — CPU, most portable, the reference look. - **OpenGL** — GPU-authoritative VRAM/FBO renderer, the default; moves rasterization and supersampling onto the GPU. Falls back to software if GL init fails. (See [`docs/internal/GL_RENDERER_HANDOFF.md`](internal/GL_RENDERER_HANDOFF.md).) - **Vulkan** — experimental. The build option `PSX_ENABLE_VULKAN` defaults **ON** (compiled when the SDK tools are present), but it is not the runtime default renderer: selecting it also requires the game to offer Vulkan and the user to request it, otherwise the runtime falls back to OpenGL. Widescreen (a genuine wider GTE FOV, not a stretch) is opt-in and gen-time; see [`WIDESCREEN.md`](../WIDESCREEN.md) and [`docs/internal/NATIVE_WIDE_PLAN.md`](internal/NATIVE_WIDE_PLAN.md). ## The oracle model (how correctness is checked) PSXRecomp validates itself against **Beetle PSX** (the mednafen-psx libretro core), run as a **separate process** with an identical TCP JSON debug protocol: - `psx-runtime` — the recompiled runtime (debug server on port 4370). - `psx-beetle` — Beetle PSX (debug server on port 4380). A tool written against one works against the other by switching ports; cross- checking is done by querying both, never by sharing state in one process. There is also a first-divergence **co-sim** build that cycle-locksteps the compiled backend against the interpreter. See [`docs/internal/COSIM_ORACLE.md`](internal/COSIM_ORACLE.md), [`docs/config_schema.md`](config_schema.md), and [`TCP_COMMANDS.md`](../TCP_COMMANDS.md). ## Configuration A game is configured by its **game config** (`game.toml`). A **BIOS config** (`bios/*.toml`) describes a BIOS image's identity and address model. The two are **not merged.** The BIOS config is consumed only by the recompiler at build time (`psxrecomp-bios`, and `psxrecomp-game` for the address model); the shipping runtime never loads it — `runtime/src/main.cpp` contains no call to `load_bios_config`. `[runtime]` keys therefore take effect only from `game.toml`, `settings.toml`, the CLI, and the environment. Full schema: [`docs/config_schema.md`](config_schema.md). ## Where to go next - [`EXECUTION_MODEL.md`](EXECUTION_MODEL.md) — static/native/interp in depth. - [`BUILDING.md`](BUILDING.md) — dependencies + build steps. - [`../CONTRIBUTING.md`](../CONTRIBUTING.md) — dev workflow and rules. - [`../CLAUDE.md`](../CLAUDE.md) — the exhaustive engineering constitution.