Files
psxrecomp/docs/COMPILING_OVERLAYS.md
Shokunin 82c1f82164 docs: record rollout PR E (overlay shards keyed by segment)
docs/SEGMENT_AWARE_CODE.md:
- §5.7 gains "Implemented in PR E": capture's per-segment bitmaps and schema
  v3; compile_overlays.py's segment views (including dispatch-less records and
  declared demands); the static fragment images; overlay_codegen_config() for
  config code sites; the cache layout and the S record; the loader's
  per-segment lookups and counters (unmapped segments included) and the
  overlay_candidates fields; the full-VA compares; tests.
- §3.4, §5.3 and §5.4 point at it.
- §7.1 describes the overlay acceptance cases and the overlay-segment-shards
  guard; the ledger stays at zero gaps.
- §7.2 records the probe's new overlay phase against Beetle (both BIOSes,
  cold, warm and interpreter), the LLE boot after E, and R4's KUSEG and KSEG1
  kernel shards with segment_alias_interp at 0 on a warm cache.
- §8 E is recorded.

AOT_OVERLAY_PLAN (the manifest contract and capture schema), AOT_SHARDING,
OVERLAY_CACHE_V2, COMPILING_OVERLAYS (the cache layout) and OVERLAY_XREF
(schema v3) follow the design, and MOD_PACKAGES notes that function-entry
hooks reach overlay shards of every segment. FAITHFUL_TIMING_PLAN and
ACCURACY_BURNDOWN get dated entries: overlay segments are closed, the last
masked return compares (the overlay shadow run's) are now exact, mod hooks
reach KUSEG/KSEG1 shards, and axis 5 records the probe's BIOS file read taking
about half Beetle's cycles (found here, not caused here).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 02:54:30 -07:00

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Compiling overlays from overlay_captures.json

For ahead-of-time extraction from original disc files, start with the AOT sharding guide. The compiler accepts disc-derived records as well as runtime captures; a playthrough is not required for supported producers.

Audience: developers preparing a release who want to ship as much native-compiled overlay coverage as possible, plus modders and players who want to pre-build coverage for their own machine.

What overlay_captures.json is. PS1 games stream overlays — chunks of code loaded from disc into RAM at runtime and later overwritten. The static recompiler never saw them at build time, so on first visit they run on the dirty-RAM interpreter (correct, but slower). With [runtime] overlay_cache = true, the runtime records each overlay it sees (bytes + executed PCs) into overlay_captures.json next to the exe. Compiling that file turns those overlays into native code.

⚠️ Privacy: overlay_captures.json contains snapshots of the game's own code read from your disc. Keep it private — do not post it publicly.

Enriching runtime captures with conservative walk roots

Runtime capture records PCs it dispatched to, not trusted function boundaries: continuations and jump-table cases can be valid dispatch PCs in the middle of a function. For continuation-passing titles, derive portable root evidence from the captured bytes before compiling rather than placing game addresses in TOML:

python psxrecomp/tools/enrich_overlay_captures.py \
    --captures <exe-dir>/overlay_captures.json \
    --out <exe-dir>/overlay_captures.enriched.json

The tool writes static_discovery_entry_pcs; it never rewrites the runtime-owned function_entry_pcs. It admits only framed entries plus direct jal/dense in-image pointer targets that pass the compiler's bounded CFG proof. compile_overlays.py validates them again, so uncertain data stays interpreted. Pass the enriched file to compile_overlays.py --captures.

§0 frames the production goal; §1 builds the gcc cache you ship; §2 bakes overlays straight into the executable.


0. The production goal: ship a full gcc cache

A good release ships as many developer-built gcc shards as possible. gcc produces the best-optimized native code, and a shard the developer already built runs at full speed on the player's first visit to that area — no interpreter hitch, no wait for a background compile. So the intended workflow is:

  1. Play through the game (or the areas you care about) on a dev box with gcc + Python, with overlay_cache = true, to accumulate overlay_captures.json coverage.
  2. Pre-build the gcc cache from it (§1) and ship that cache/ folder in the release.

The runtime auto-compile is a fallback that fills the gaps, not the plan. With overlay_cache = true, if a player reaches an area your shipped cache doesn't cover, the runtime compiles it in the background so the next visit is native. On a dev box that background compile uses gcc; on a player box with no toolchain, it falls back to the fully self-contained bundle beside the exe (overlay_toolchain/: embedded Python + TinyCC + the recompiler + this script + headers). tcc keeps such players from ever being stuck on the interpreter, but it optimizes worse than gcc — which is exactly why you want the developer's gcc shards to cover as much as possible up front.

The rest of this doc is how you build that cache (§1) or bake overlays straight into the binary (§2).


1. Build the gcc cache (the shard you ship)

This produces the cache/…/*.dll shards you ship in the release, ready from the first launch. It's the same cache the runtime would eventually build in the background — but done up front, with gcc, by you.

python psxrecomp/tools/compile_overlays.py \
    --captures        <exe-dir>/overlay_captures.json \
    --game-toml       game.toml \
    --recompiler      psxrecomp/recompiler/build/psxrecomp-game.exe \
    --runtime-include psxrecomp/runtime/include \
    --out-dir         <exe-dir>/cache \
    --gcc             C:/msys64/mingw64/bin/gcc.exe \
    --cps

Then just launch the game — the loader rescans the cache dir and picks the shards up automatically.

The flags that matter:

Flag Why
--captures The overlay_captures.json to read. If the runtime set PSX_OVERLAY_CAPTURES, that wins; for a manual run pass this explicitly.
--game-toml Reads the game id (used in the cache path) and the [widescreen] site lists.
--recompiler psxrecomp-game.exe. Must be built from the same source tree — a stale binary is rejected up front (see "Staleness guard").
--runtime-include The runtime include/ dir. Supplies the codegen version + hash that namespace the cache. Also supplies the default --project-root.
--project-root The root the recompiler resolves the BIOS profile against. Defaults to the framework root derived from --runtime-include, which is right for every normal invocation — pass it only if that derivation is wrong. See "Packaged configs" below.
--out-dir Cache root. Point it at the cache folder next to the exe.
--gcc Absolute path to your mingw gcc, e.g. C:/msys64/mingw64/bin/gcc.exe. gcc gives the best-optimized shards.
--cps Required so the generated code matches a CPS runtime build. If the runtime is CPS and you omit this, the DLLs misbehave. Match the runtime.
--compiler tcc Use the bundled TinyCC instead of gcc (toolchain-free). tcc shards land in their own tcc/ cache namespace.
--jobs N Parallel workers (default: CPU cores − 2). Regions compile independently, so this is a large speedup on a full capture set. --jobs 1 forces the sequential path.
--force Rebuild shards even if they already exist. Normally the compile is incremental — it skips any DLL already present and any function already covered by an existing shard.

Where the shards land. The cache is namespaced so different games, compilers, CPU architectures, and codegen versions never mix:

<out-dir>/<game-id>/<gcc|tcc>/<os>-<arch>/cg<N>_<hash>/<phys>_<crc>.dll
                                                        <phys>_<crc>.ranges
                                                        seg-kuseg/<phys>_<crc>.dll
                                                        seg-kseg1/<phys>_<crc>.dll

Overlay code that runs at KUSEG or KSEG1 PCs gets its own shard, compiled for that segment, in the seg-kuseg/ or seg-kseg1/ subdirectory: a capture records the segment each entry entered through, and each segment's entries compile separately (docs/SEGMENT_AWARE_CODE.md §5.7). KSEG0 shards keep the layout above.

e.g. cache/SLUS-01395/gcc/win-x64/cg7_1a2b3c4d/000E7000_B476006F.dll. The loader computes the exact same path, so if you build into the right game's cache folder it just works. (If you build with a recompiler/headers from a different codegen version, the shards land in a different cg… folder and the current runtime ignores them — that's the version guard working, not a bug.)


2. Bake overlays into the executable (--static)

This is the literal "compile them along with the executable": instead of per-area DLLs loaded at runtime, every captured overlay is emitted into a single C file that is compiled and linked into the runtime binary.

python psxrecomp/tools/compile_overlays.py \
    --static \
    --captures        <exe-dir>/overlay_captures.json \
    --game-toml       game.toml \
    --recompiler      psxrecomp/recompiler/build/psxrecomp-game.exe \
    --runtime-include psxrecomp/runtime/include \
    --out-dir         generated/ \
    --gcc             C:/msys64/mingw64/bin/gcc.exe \
    --cps

Output: generated/overlays_static.c — the auto-generated, content-validated psx_overlay_dispatch() plus an extern prototype for every compiled entry — and one translation unit per overlay beside it, overlays_static_0000.c, overlays_static_0001.c, … (each carries its own #includes and a private symbol namespace, so it compiles standalone). Point the runtime build at overlays_static.c (GAME_OVERLAY_STATIC_C in psxrecomp_add_game_runtime); runtime.cmake globs the sibling parts with CONFIGURE_DEPENDS, so a run that changes the part count needs no reconfigure. No cache/ folder and no DLL loading are involved at runtime.

Why split: a whole title's overlays make a single C file of hundreds of MB (BoF3: 309 MB, 8.6 M lines), which one gcc invocation compiles on one core. Per-overlay units build across every core, and because the tool only rewrites a part whose content changed, an incremental rebuild recompiles only the overlays that changed. --static-single-file restores the monolithic output.

The tool side parallelizes too: --jobs N (default cores−2) runs each capture's recompile + audit in a process pool and merges results in capture order, so the emitted C is byte-identical to --jobs 1.

Isolated interior fragments are per (entry, image). After the region compiles, every captured dispatch_entry_pcs address that no compiled host serves gets its own isolated dispatch_root shard — one per capture that observed it, built from that capture's bytes, because the dispatcher's CRC gate only ever accepts a variant against the bytes it was compiled from. Two captures of one band that both list an address are two demands. (Keying on the bare address, as the pass once did, let one occupant's fragment mark the address served for every occupant of the band, so only one occupant per band ever got fragments.) The fragment compiles run on the same --jobs pool. A fragment whose bytes decode as data fails the generated-C audit deterministically; that verdict is memoized in <out-dir>/interior_fail_memo.txt (keyed by image bytes, entry, guard, game.toml, CPS) and counted as skipped — safe coverage loss, since only the occupant that really ran the address can serve it. --force-interior PC retries a memoized entry; delete the memo file to retry everything. Only a non-deterministic failure (recompiler exit, missing output) is a shard failure.

Trade-off vs. the DLL cache: --static is a fixed snapshot chosen at build time — it will not grow as the player explores new areas. The DLL cache (§0/§1) is the mechanism that keeps improving with play. Use --static when you want a single self-contained binary with a known coverage set baked in; use the DLL cache for everything else.

From the original disc, on the player's machine. A title whose images are verified in an aot/overlays.json profile does not need captures: tools/aot_overlay_pipeline.py static extracts, compiles and audits them from the disc itself. When the profile declares "static_output": "generated/overlays_static.c", psxrecomp_cli.py generate runs that step for the player after it writes the game C, and reuses the output when no input changed. If GAME_OVERLAY_STATIC_C names a file that does not exist while game C is linked, configure prints a warning. The build is not silently left without it. See AOT_SHARDING.md → Linking recipes into the runtime.


Staleness guard (read this if it refuses to run)

The recompiler binary and the codegen source are tied together by a hash. Before compiling anything, the script runs psxrecomp-game.exe --codegen-hash and compares it to the hash baked into --runtime-include. If they differ — or the binary is too old to support the flag — it aborts rather than silently emitting shards with stale codegen (a real bug class: read-tag matches, semantics are old). The fix is always the same:

cmake --build psxrecomp/recompiler/build --target psxrecomp-game

Rebuild the recompiler from the current tree, then re-run.

The baked hash lives in runtime/include/overlay_codegen_hash.h, which the runtime build writes. On a tree whose runtime has never been built it is absent and the check reads 0. aot_overlay_pipeline.py static writes it first from the same sources. For a manual run, build the runtime once, or write it directly:

cmake -DPSXRECOMP_CODEGEN_HASH_ROOT=psxrecomp \
      -DOUT=psxrecomp/runtime/include/overlay_codegen_hash.h \
      -P psxrecomp/runtime/hash_codegen.cmake

Packaged configs, and FATAL: no BIOS profile found

If every shard fails with

psxrecomp-game: FATAL: no BIOS profile found. Searched '<dir>' for
bios/SCPH1001.toml and <framework>/bios/SCPH1001.toml. ...

then the recompiler could not locate a BIOS profile, and the <dir> in the message is where it looked. It needs one because the profile supplies the BIOS address model that codegen folds jump tables through — there are no built-in windows.

Two things make this easy to hit, and neither is a mistake on your part:

  1. We spawn the recompiler with cwd = dirname(game.toml), because the seeds and capture paths in the config are relative to it. You cannot override that cwd from the command line.
  2. --ws-config deliberately does not adopt the config's paths, so a [recompiler] bios_config in your game.toml is not consulted for overlay compiles — only the [widescreen] site lists are.

Together those mean the profile is resolved by probing a directory, and for a packaged config (packaging/release/game.toml) that directory contains neither bios/SCPH1001.toml nor a vendored framework one level down. Every shard then dies and the cache silently fails to build — the run still exits, so the only symptom is that the game ships with no cache and every player's first session runs interpreted. This was issue #72.

--project-root is the fix, and it defaults to the framework root derived from --runtime-include, so a normal invocation needs nothing new. Pass it explicitly only when that derivation is wrong:

python psxrecomp/tools/compile_overlays.py \
    --game-toml       packaging/release/game.toml \
    --recompiler      psxrecomp/recompiler/build/psxrecomp-game.exe \
    --runtime-include psxrecomp/runtime/include \
    --project-root    psxrecomp \
    --out-dir         <exe-dir>/cache \
    --gcc             C:/msys64/mingw64/bin/gcc.exe

Building against the packaged game.toml is required, not optional: the config half of the cache tag is derived from it, so a cache built against the dev config lands under a different tag and the shipped runtime will not read it. --project-root is what lets you do that without also having to move the BIOS profile.

Is the cache actually being USED? Shards on disk prove nothing — the loader can reject them. tools/stall_report.py answers that, plus interpreter attribution, in one command against a running title:

py -3 tools/stall_report.py --port <debug port> snap            # since boot
py -3 tools/stall_report.py --port <debug port> run --secs 60   # windowed

It is a passive ring consumer: no arming, no pausing, no stepping. It reads cumulative counters (two snapshots → a window by subtraction) and the always-on PC-sample ring, so you can attach long after the interesting thing happened. dispatch_native vs dispatch_interp_fallback is the verdict; the instructions-per-dispatcher-round-trip ratio tells you whether interpreted code is chaining locally or thrashing per-block.

Verify, don't assume. Run the preflight and read the result line:

python psxrecomp/tools/compile_overlays.py ... --check

--check builds every shard into a throwaway temp dir, never touches the real cache, and exits non-zero if any shard that should build fails. Watch for PSX_SHARD_RESULT ok=N failed=M skipped=K. The runtime also parses that line out of the provider's output, so autocompile_status reports shard_ok / shard_fail / shard_skipped over the TCP debug server — a shard-compile failure is visible in-game, not only in the provider's console.


Quick reference

  • I'm shipping a release: play to accumulate coverage, then pre-build the gcc cache into <exe>/cache and ship it — the more you cover, the less the player ever falls back to tcc or the interpreter (§0/§1).
  • I want the overlays inside the .exe itself: --static → overlays_static.c linked into the runtime (§2).
  • What about areas I didn't cover? overlay_cache = true lets the runtime fill the gaps on the player's box (gcc if present, else bundled tcc) — a fallback, not a substitute for shipping gcc shards (§0).
  • It won't compile / rejects the recompiler: rebuild psxrecomp-game (staleness guard).
  • The shards build but the runtime ignores them: check the cg<N>_<hash> and <os>-<arch> folder match the runtime you're launching, and that --cps matched the runtime build.

Design/rationale for the whole system lives in internal/overlay-recompilation-design.md and internal/overlay-plan.md; FEATURES.md is in this folder.