This reverts commit b836f2198c.
6.2 KiB
PSXRecomp Overlay System — Feature Reference
Overview
PSX games use overlays: regions of game code that are loaded from disc into a fixed RAM window at runtime via CD DMA. The same physical addresses are reused by different overlay images throughout the game. The static recompiler only sees the boot EXE; it cannot see overlay code that does not exist at compile time.
The overlay system has two layers, B and A, that together solve this.
Layer B — Capture and static compilation (IMPLEMENTED, B-1 done / B-2 in progress)
B-1: Overlay capture (runtime, done)
overlay_capture.c hooks every CD DMA completion into game-code RAM
(dest < 0x1C0000). On each unique load address, it stores the DMA-time bytes
(unpatched copy, taken before the game can modify them) in an in-process set.
On clean process exit, overlay_capture_write_json() writes
build-dev/overlay_captures.json alongside the executable. The JSON contains:
load_addr— virtual address where the overlay loaded (e.g.0x800E7000)size— byte count of the full dirty regionbytes_b64— base64 of the DMA-time image (zero-filled for scatter-load gaps)seeds— per-PC interpreter hit addresses (execution-verified entry points)
The seeds list is how we know which addresses inside the overlay are real function
entry points. They come from dirty_ram_interp's PC table: addresses the interpreter
actually branched to during gameplay.
B-2: Static overlay compilation (build-time, in progress)
compile_overlays.py reads overlay_captures.json, wraps the bytes in a fake PS-EXE
header, runs psxrecomp-game to recompile, post-processes the generated C for
standalone compilation, and produces a C file that is compiled into the binary.
In static mode (B-2), the output is a .c file placed in generated/overlays.c
that the CMake build includes directly. No DLL, no runtime loading, no CRC matching.
The overlay functions join the static dispatch table exactly like game EXE functions.
game.toml gains an [[overlays]] section that points to the captures file; CMake
includes generated/overlays.c when it exists.
Layer A — Dynamic DLL loading (runtime) — SHIPPED
Status corrected 2026-07-27. This section described Layer A as "SHELVED". It is not: dynamic DLL overlay loading is the live production dispatch path.
runtime/src/overlay_loader.cis ~4,400 lines with 15LoadLibrarycall sites and was last modified 2026-07-26;COMPILING_OVERLAYS.mddocuments building thecache/…/<phys>_<crc>.dllshards that ship inside release packages. The shelving described below was a real moment in the project's history, and the account of the CRC-keying dead ends is worth keeping — but it was superseded. Content-hash dispatch replaced the unstable CRC key, and the Load Game crash was subsequently root-caused rather than worked around.Read everything below this banner as history, not current state. For the current pipeline see
COMPILING_OVERLAYS.mdandAOT_OVERLAY_PLAN.md.
What it was supposed to do
A-1 was the "live" complement to B: while B produces a binary rebuild, A-1 lets a
user contribute a new overlay by dropping a compiled DLL into a cache directory.
The runtime detects the overlay firing in dirty_ram_dispatch, finds the matching
DLL in the cache, loads it with LoadLibrary, and wires the overlay functions into
a dynamic dispatch hash table — all without a rebuild.
The idea was that contributors could run compile_overlays.py, drop the DLL in
build-dev/cache/<game-id>/, and immediately have compiled overlay code.
What we built
overlay_loader.c— dynamic dispatch hash table (16 384 slots), DLL load + PE export enumeration,overlay_loader_dispatchcalled fromdirty_ram_dispatchoverlay_api.h— shared ABI:OverlayCallbacksstruct,overlay_initentry pointcompile_overlays.pyDLL path — generates{addr}_{crc}.dllin the cache diroverlay_loader_statusTCP debug command
Why it was shelved
Load Game regression. When a DLL exists in the cache, loading a save triggers the overlay dispatch, which loads the DLL, which runs the compiled overlay code. This crashed consistently. Clearing the DLL cache restores stable behavior. We never confirmed whether the compiled code itself is correct (the crash analysis was blocked by the plumbing issues below).
CRC key instability. We tried three different naming schemes before landing on
{addr}_{dma_crc}.dll:
- CRC of live RAM — wrong: scatter-load gaps contain old data in live RAM but zeros in the DMA-assembled image, so the CRC never matched.
- Address-only — no collision safety.
- DMA-CRC (from
overlay_capture_get_region_crc) — correct in theory, but the DMA blocks are not ins_entriesafter a fast-boot restore (no DMA fired), so the function hashed a zeroed image and produced the wrong CRC.
Final fix attempted: scan the cache dir at init for {addr}_*.dll files and
build a region_start → path index. This avoids recomputing the CRC at dispatch
time. The strlen check in the scanner had an off-by-one (22 vs 21) that was fixed,
but the Load Game crash was not diagnosed before shelving.
What remains for A-1 to ship
- Confirm the generated DLL code is actually correct (same question as B-2).
Debug with
B476006F_patched.cinbuild-dev/cache/SCUS-94236/. - Understand why Load Game crashes with the DLL active.
- Possibly audit
patch_generated_cincompile_overlays.pyfor incorrect cross-call patching or missing extern declarations.
The infrastructure is complete. The blocker is code correctness, not plumbing.
(Historical. All three items were subsequently resolved — the CRC key was
replaced by content-hash dispatch and the cache layout now carries an emitter
tag, <game-id>/<gcc|tcc>/<os>-<arch>/cg<N>_<hash>/<phys>_<crc>.dll.)
Tomba overlay map (known)
| Region | Load addr | Size | Seeds | Status |
|---|---|---|---|---|
000E7000 |
0x800E7000 |
364 544 | 66 | Captured, DLL built, shelved |
More overlays will appear as gameplay progresses past Dwarf Village.