Files
psxrecomp/docs/internal/overlay-status.md
Matthew Stanley e6ce5006b4 docs: move root and stale docs into docs/ and docs/internal/
The repository root carried seven markdown files that were not onboarding
material, plus two that had been superseded by the code they described. This
sorts them: reader-facing docs to docs/, working notes to docs/internal/, and
the two superseded ones merged into the docs that replaced them.

Moved to docs/:            WIDESCREEN.md, ENHANCEMENTS.md, TCP_COMMANDS.md
Moved to docs/internal/:   PRINCIPLES.md, ISSUES.md, DEBUG.md, GTE_LM_FIX.md,
                           and from docs/: bios-hardening.md, overlay-status.md,
                           overlay-plan.md, overlay-recompilation-design.md,
                           overlay-discovery.md, TOMBA2_EXC_CONSULT_RESPONSE.md,
                           CASE_A_AOT_GAP.md, audit_inventory.md
Moved to docs/internal/upstream/: UPSTREAM_2026-08-20.md

The root keeps only what belongs there: README.md, CONTRIBUTING.md, LICENSE,
CLAUDE.md, THIRD_PARTY_ATTRIBUTION.md, RELEASE_NOTES.md, the dotfiles and
psxrecomp_cli.py.

MERGES

SPLITGEN_MIGRATION.md folded into docs/BUILDING.md as "Split generated C". Its
migration instructions were stale in a way that mattered: it told every game
repo to hand-edit its CMakeLists and add a file(GLOB ...) over
<serial>_full*.c, but runtime/runtime.cmake now does that itself. GEN_FULL_GLOB
is a multi-value argument of psxrecomp_add_game_runtime(); the loop at
runtime.cmake:1985 makes each pattern absolute against CMAKE_CURRENT_SOURCE_DIR,
expands it with file(GLOB), and concatenates the hits into
GAME_GENERATED_FULL_C. So a title names the pattern and gets however many shards
a regeneration produced. The rewritten section describes that, the two-step
fallback when the globs match nothing (GEN_FULL_FALLBACK, else <serial>_full.c
derived from the dispatch marker by substituting _dispatch.c), and the one
caveat the code actually has: that file(GLOB) is plain, not CONFIGURE_DEPENDS,
so a regeneration which changes the shard COUNT needs a re-configure to be seen.

psxrecomp-toml-readme.md folded into docs/GAME_PROJECT_SETUP.md as "EXE-only
autofill (psxrecomp-toml)", placed after "Disc autofill (probe_disc.py)" and
before "Project Studio" so the two autofill paths sit together. Its documented
flags were checked against the usage text in recompiler/src/main_toml.cpp:28-42
and against the argument parser at :150-165 -- all seven options match with no
drift, so the flag list is reproduced as-is. Added a pointer that probe_disc.py
is preferable when a cue exists, since that tool does the same EXE-header work
plus disc identity and netplay gates.

FUNCTIONAL FIXES

tools/gen_tcp_commands.py wrote to REPO/"TCP_COMMANDS.md". After the move that
path does not exist, so the generator would have created a new stray root file
and --check would have failed against it forever. Retargeted to
REPO/"docs"/"TCP_COMMANDS.md", along with the seven docstring and message
strings that name the path.

Running it surfaced two further problems, both fixed here:

  * The doc was genuinely stale -- pre-existing drift, not introduced by this
    commit (the moved file is byte-identical to origin/master, and no
    debug-server command table is touched here). Four commands registered since
    the last regeneration were missing from the index -- cdrom_timing_dump,
    savestate_status, ws_ui_groups, xprobe_watch -- and scanline had gained a
    backend. Regenerated: 307 -> 311 commands, and the change is confined to the
    AUTOGEN block (the hand-written head and tail are byte-identical to master).
    tools/gen_tcp_commands.py --check now exits 0.
  * DOC.write_text() has no newline argument, so Python translated every newline
    to os.linesep. On Windows that rewrote all 585 lines of the file to CRLF and
    turned a four-line index update into a whole-file diff -- measured: 589 CRLF
    / 0 LF after a run, against 0 CRLF / 585 LF in the repo. Now written through
    an explicit newline="" handle, verified to leave the file at 0 CRLF.

runtime/include/debug_server.h:9 and runtime/src/debug_server.c:8 cited "TCP.md
and DEBUG.md". TCP.md has never existed in this repo under that name; both now
name docs/TCP_COMMANDS.md and docs/internal/DEBUG.md.

LINK AND REFERENCE FIXES

Every inbound reference to a moved file was located by grepping each basename
across the whole tracked tree, not just the markdown. Markdown hrefs in
README.md, CONTRIBUTING.md, docs/ARCHITECTURE.md, docs/COMPILING_OVERLAYS.md,
docs/AOT_OVERLAY_PLAN.md, docs/RELOCATION_MANIFEST_FORMAT.md,
docs/config_schema.md, docs/OVERLAY_XREF.md, docs/TCP_COMMANDS.md and several
docs/internal/ files now point at the new locations; where two files became
siblings under docs/internal/ the path was shortened rather than lengthened
(bios-hardening.md's reference to overlay-discovery.md, for instance).
docs/COMPILING_OVERLAYS.md's "in this folder" phrasing was wrong once two of the
three files it listed moved, so it now names internal/ explicitly.

24 source-comment mentions of ENHANCEMENTS.md sections G1.x across 19 files
(recompiler, runtime, cmake) were retargeted to docs/ENHANCEMENTS.md with the
section numbers untouched. docs/SHADOW_ENHANCEMENTS.md is a DIFFERENT file and
was deliberately excluded.

20 rationale strings citing docs/CASE_A_AOT_GAP.md across the four
recompiler/seeds/*.json files were updated. Done as a byte-level substring
replacement rather than a JSON round-trip: two of those files are stored with
CRLF endings and two with LF, and re-serializing them reformatted 5,700 lines.
The byte-level version changes exactly 20 lines and each file still parses.

References that look similar but point elsewhere were deliberately left alone,
and are worth naming so a future pass does not "fix" them:

  * "recomp-template PRINCIPLES.md" / "NES recomp template PRINCIPLES.md" in
    CLAUDE.md:43, docs/SHADOW_ENHANCEMENTS.md:28,
    docs/internal/HLE_SCHEDULER_CARVEOUT_PLAN.md:5,
    runtime/src/debug_server.c:4934 and tools/parity_diff.py:8 are a different
    repository's file. Only the five that mean this repo's PRINCIPLES.md were
    updated.
  * Every remaining bare ISSUES.md mention is a GAME repo's tracker
    (MegaManX6Recomp 2/7/8/9, TombaRecomp 6), not this repo's.
  * docs/disc-speed.md:4,54,56 and docs/internal/bios-hardening.md:5 name
    overlay-discovery as a BRANCH, not a file, so no path applies.

INDEXES

README.md's "New here?" table gains rows for docs/WIDESCREEN.md,
docs/ENHANCEMENTS.md and docs/TCP_COMMANDS.md. docs/internal/README.md gains
sections indexing all fourteen documents that moved in, plus an "Upstream
contributor reviews" section describing upstream/ and the new sweep file, plus a
"Removed" bullet for CYCLE_TIMING_ARCH.md (deleted in the previous commit)
pointing at FAITHFUL_TIMING_PLAN.md, CYCLE_MODEL_BEETLE.md and
PRECISE_IRQ_SLICE.md -- following the SLJIT_PERSIST_CACHE.md precedent already
in that file.

docs/ENHANCEMENTS.md:7 claimed framework bugs live in "game repos' ISSUES.md
until a framework tracker exists". A framework tracker does exist; it now says
so and names the Beads epic.

VERIFICATION

A link checker was written to scan every tracked *.md for relative links,
resolving each against the tree being scanned. Baseline at origin/master: 129
files, 137 relative links, 3 broken. After both commits: 127 files, 159 relative
links, 3 broken -- the SAME three, all pre-existing and untouched here:

    docs/DATA_SHARDS.md -> INSTANT_LOADS_PARKED.md   (never existed)
    docs/DATA_SHARDS.md -> INSTANT_LOADS_SPIKE2.md   (never existed)
    docs/NETPLAY.md     -> ../lib/recomp-net/README.md  (inside a submodule)

Zero new broken links. The checker's own coverage was checked against a raw grep
for markdown link openers: the 3-link difference is C++ lambdas inside code
blocks, correctly not treated as links.

Also verified: py_compile over all 113 tracked tools/*.py plus psxrecomp_cli.py;
all four seed JSONs still parse; the test-registration guard still reports 123
test files all registered; recompiler/tests/test_coverage_vault.py still passes;
and no file in this commit had its line endings flipped (checked mechanically
across all 50 modified files, after two files were caught and redone).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 07:39:07 -07:00

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Overlay DLL Cache — Status (features + issues)

Living status for the overlay capture/compile/cache feature on feat/overlay-jit-cache. Design rationale lives in overlay-recompilation-design.md; this file tracks what works and what's broken, with evidence.

Working (verified on Tomba)

  • Capture — on CD-DMA into game RAM, the runtime records the overlay bytes (full, data-inclusive) + executed PCs + dispatch-entry PCs, written to overlay_captures.json at clean shutdown. One region captured for Tomba village: 0x800E7000, 356 KB, 15358 executed PCs, 66 dispatch seeds.
  • Evidence-scoped recompile (--overlay) — compile_overlays.py runs the recompiler in entry-scoped mode (no whole-byte sweep). Set unconditionally for every overlay; not a human toggle.
  • Boundary-gated entry promotion — a bare DISPATCH_ENTRY is promoted to a registered function only with boundary evidence (jr $ra-preceded, prologue, or region start). Dropped the data-as-code false entries: 122 → 88 functions, 42 → 0 unsupported, 8 → 0 bad targets.
  • DLL cache — clean 274 KB DLL emitted (000E7000_B476006F.dll). Loader lazily LoadLibrarys it on first dispatch into the dirty region, registers the 88 func_XXXX exports, dispatches them before the interpreter.
  • Config gate — [runtime] overlay_cache (default off).
  • In-village behavior — with the cache on, the village scene renders and plays correctly: the 88 registered functions execute natively, the deferred 34 fall back to the interpreter, 0 dispatch misses, 0 exceptions.

Issues

OV-1 — Blue screen on village → overworld transition (FIXED 2026-06-07, Inc1-D)

Resolution verified by mechanism, not just symptom. With Inc1-D write- invalidation, the village→overworld transition no longer softlocks. Counters at the overworld: invalidations=1 (last_msg: invalidated region 0x000E7000 (+16384) on write 0x000E7388 -> 88 funcs, the write from BIOS pc 0xBFC12210), unregistered_funcs=88, and stale_blocked climbing into the tens of millions — i.e. the game dispatches into the reused region constantly, and every one of those (which pre-fix executed stale village native code = the blue screen) is now blocked and routed to the interpreter. A/B confirmed earlier: overlay_cache=false transitions cleanly. Verified one transition + free roaming; broader scenes/games still untested.

Note on benefit: correctness only, so far. dispatch_native≈122 vs interpreter ≈31M — near-0% native, because (a) only one overlay is compiled and (b) an invalidated region is not re-registered this session. Speed payoff needs broad overlay coverage + Inc2 reload-on-return (CRC-matched re-registration).

Original root-cause analysis below, retained for the record.

OV-1 (original analysis) — stale registration

Symptom: leaving the village to the overworld lands on a solid blue screen. Not a crash: frame counter still advancing (8358→8364), dispatch_miss_total=0, in_exception=0, GPU enabled and drawing. Execution cycles low BIOS/kernel (current_func≈0x650, last_store_pc=0xBFC11BF0) — i.e. running but down a wrong path / stuck in a BIOS wait.

Root cause — stale registration. The 0x800E7000 region is reused after the village. Direct RAM-vs-captured comparison at the blue screen:

offset captured (what we compiled) live RAM verdict
0xE73C0 (compiled func) 27bdffb8 (addiu sp,sp,-0x48 prologue) 0x800E92C4 ×4 (pointer table) DIFFER
0xE7000 (region start) zero-fill 0x11111111 ×4 DIFFER
0xE8120 (compiled func) real code 0x801013F4 ×4 (pointers) DIFFER
0x100000 — — MATCH
0x13B000 — — MATCH

The front of the region was overwritten (now pointer tables, not our code) while the tail still matches — and the loader kept all 88 functions registered (regions_checked=1, loaded once, never re-evaluated; the already_checked guard plus the absence of write-invalidation mean the registration persists). The game then dispatches into 0xE7000 addresses whose content has changed, hits our stale village function pointers, and runs the wrong native code → wrong logic → blue.

It is NOT: a mid-function split (boundary-gated out; village renders fine), nor a recompiler opcode gap (0 unsupported after the gate).

It IS adjacent to the DMA-time-vs-execution-time capture question (design §2.2): the bytes changed after capture. But the correct fix is not "capture different bytes" — it is "detect that the source bytes changed and invalidate the registration."

Fixes (in priority order):

  1. Inc1-D — write-invalidation (primary). Watch registered overlay pages; on any write into them, invalidate (unregister) the affected functions so the new content falls back to the interpreter / a re-evaluation. The RAM-write-path audit confirms a single store chokepoint with no bypasses, so this is sound; it needs the watched-page extension (current tracking is kernel-only). This directly prevents OV-1.
  2. Inc2 — registration-time + manifest CRC guard. Before registering, verify the live region bytes still match the DLL's source CRC; refuse if not.
  3. Design §2.2 — execution-time capture. Compile from the bytes that actually executed, not DMA-time bytes (defense in depth).
  4. Design §2.6 — segmentation. The 356 KB region almost certainly merges the village overlay with other content; finer per-overlay segmentation + per-overlay cache keying reduces the blast radius of a partial overwrite.

Confirming A/B (cheap, do next): set overlay_cache=false, repeat the exact village→overworld navigation. If it transitions cleanly with the cache off, OV-1 is confirmed as cache stale-registration. If it still blue-screens, the cause is upstream (interpreter or game-level) and this diagnosis is wrong.

Implementation increments (see design doc §7)

  • Inc1-A ✅ evidence-scoped --overlay
  • Inc1-B ◐ boundary gate done; per-function audit + manifest pending
  • Inc1-C ☐ loader registers only manifest entries
  • Inc1-D ✅ write-invalidation — fixes OV-1 (verified)
  • Inc2 (next, biggest benefit lever): reload-on-return — re-register a cached overlay when its region is reused and the bytes match, so a revisited overlay runs native again instead of staying interpreted after first exit.