Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
10 KiB
Bundled releases
Local title releases (Windows ZIP + Linux AppImage, public or playtest) are cut with one framework command,
tools/package_title_release.py, from a title'spackaging/release.toml: see ../RELEASING_A_TITLE.md. This page describes the CI template built onpackage_game_release.sh.
Public CI builds and ships the compiled game. The title commits its
recompiled game C under generated/; CI links it, packages the executable with
its runtime data, and attaches one zip per platform. Players download, point
the game at their own disc, and play. Nothing is generated or compiled on a
player's machine.
This replaces the setup-host model (2026-09-30), under which CI wiped
generated/, shipped emitters plus sources plus a wizard, and every player
regenerated and rebuilt the title locally. That shipped uncompiled work, made
first-run depend on a toolchain download, and put every generate/build failure
on the player's machine.
What the title commits
| Path | Status |
|---|---|
generated/<boot>_dispatch.c, generated/<boot>_full_*.c, generated/<boot>_decls.h, .ranges |
Committed. psxrecomp_cli.py generate writes them; commit after every regenerate. Shards are ~1.4 MB each, far under GitHub's blob limit. |
generated/overlays_static*.c, AOT_STATIC_AUDIT.json |
Committed when the AOT profile declares static_output (docs/AOT_SHARDING.md). This is the overlay coverage a release links. |
psxrecomp/generated/{OpenBIOS,SCPH1001}_{full,dispatch}.c + .emitter.sha |
Committed in the framework (decision 2026-09-30: the recompiled BIOS carries the same risk as the recompiled game). A title just pins a psxrecomp that carries them. CI's PSXRECOMP_BIOS_STALE_FATAL=ON refuses a stamp that predates the emitter. |
| Disc images, BIOS dumps | Never. The zip carries only the OpenBIOS image; a retail backend still needs the player's own dump at run time. |
.gitignore must not carry /generated/; the scaffold (gitignore.in,
docs/ci/templates/game.gitignore) no longer writes it, and Project Studio's
merge_gitignore removes it from an existing file.
What CI does
Template: templates/game-release.yml.
check_boot_exe.sh— the three copies of the boot-EXE name agree, so the build looks for the C the checkout actually has.check_generated.sh—generated/<boot>_dispatch.cand its shards exist and are tracked; no retail BIOS C; no tracked BIOS dump.- Build
psxrecomp-game/psxrecomp-bios(or restore them from the Actions cache when thepsxrecompsubmodule SHA matches a prior run); they ship insideoverlay_toolchain/. - Configure with
-DPSXRECOMP_REQUIRE_GAME_C=ON -DPSXRECOMP_BIOS_STALE_FATAL=ON(a checkout without game C fails configure instead of quietly producing a setup host; a BIOS stamp older than the emitter fails it too), assert the configure log sayslinking generated game C (full runtime)andBIOS backends linked: OpenBIOS;SCPH1001, buildpsx-runtime. scripts/package_release.sh→tools/package_game_release.sh— stage the executable,assets/,bios/openbios.bin+ notice,game.toml,game_options.toml, the mod catalog (verified against the manifest the build published, developer-channel packages pruned),overlay_toolchain/, third-party notices (psxrecomp's inlicenses/, plus recomp-ui's license aslicenses/recomp-ui-LICENSEand its font/image notices asassets/{fonts,img}/NOTICE.md); refuse if anything kit-shaped is in the stage; sign on Windows; bind the execution contract to the final executable bytes; zip.- Verify the zip: executable + OpenBIOS + catalog + recomp-ui license and
font/image notices present; no
psxrecomp/,recomp-ui/, CLI, emitters at the root, sources, generated C, dumps, per-machine mod state.
PSX_SETUP_WIZARD stays on. In a full build it is the first-run disc picker;
it never offers Generate & rebuild because the binary already carries the game.
Overlays
The overlay shard cache is compiled from the disc, so CI cannot build one. A release relies on two things instead:
- the static AOT shard committed under
generated/and linked into the executable (titles with anaot/overlays.jsonstatic_output); - the bundled
overlay_toolchain/(pinned relocatable Python +psxrecomp-game+psxrecomp-bios+ headers + BIOS profiles and seeds, tcc on Windows), which lets the runtime compile any other overlay it streams from the player's disc, and a retail BIOS backend from the player's dump.
A developer packaging locally with a cache can ship it:
PSX_OVERLAY_CACHE_ROOT=<cache root> scripts/package_release.sh …. The packager
routes it through tools/release_stage.py, the only place that knows the cache
tag and layout.
Execution-bound staging and Linux AppImage
package_game_release.sh --stage-only performs the same payload/catalog/cache
gates and execution binding as ZIP packaging, then stops before compression. It
preserves an existing ZIP. The payload is dist/stage-game-<artifact>; staging
still replaces that stage directory, so use a separate artifact label for each
candidate/profile. Missing or mismatched build .execution.json sidecars fail
packaging. Windows binding runs after signing and records the final binary SHA256.
On native Linux x86_64, wrap that validated Linux payload without a compiler or AOT invocation:
bash "$fw/tools/package_game_release.sh" --root "$title" --build-dir "$build" \
--artifact linux-x64 --zip-prefix "$package" --exe-name "$exe" \
--display-name "$name" --recompiler-build "$emitter_build" \
--overlay-cache-root "$audited_linux_cache" --stage-only
SOURCE_DATE_EPOCH="$(git -C "$title" show -s --format=%ct HEAD)" \
bash "$fw/tools/package_appimage.sh" \
--payload "$title/dist/stage-game-linux-x64" --exe-name "$exe" \
--payload-name "$payload_name" --app-run "$rendered_app_run" \
--desktop-file "$desktop" --icon "$png_icon" --output "$appimage" --jobs 2
AppRun and desktop metadata are fully rendered title inputs. AppRun must use
usr/bin/<exe> and usr/share/<payload-name> and preserve user settings/cards
under a writable data directory. The wrapper creates AppDir on the native Linux
filesystem, gives SDL access to its real-ELF assets, rejects Windows binaries,
and binds the ELF after linuxdeploy may rewrite it. A prior payload hash cannot
substitute for that final-byte receipt. Output must be a fresh path; AppDir is
retained for inspection. This wrapper does not qualify gameplay or the artifact.
The wrapper uses versioned upstream URLs and the following official GitHub asset digests, checked 2026-10-07 UTC with small metadata requests only:
| Tool release | Asset provenance | SHA256 |
|---|---|---|
linuxdeploy 1-alpha-20251107-1 |
Asset 313839329 | c20cd71e3a4e3b80c3483cef793cda3f4e990aca14014d23c544ca3ce1270b4d |
appimagetool 1.9.1 |
Asset 324406736 | ed4ce84f0d9caff66f50bcca6ff6f35aae54ce8135408b3fa33abfc3cb384eb0 |
These release records are not marked immutable. Every tool fetch/cache use still checks the pinned SHA256; changed bytes fail verification. The old continuous pins are not reused merely because a cache exists. Real tool execution and a native Linux artifact test remain necessary before claiming an AppImage.
Faster host/UI bumps
workflow_dispatch input reuse_cached_emitters (default true):
| Situation | Emitters |
|---|---|
Cache miss (new psxrecomp SHA) |
Always rebuild |
| Cache hit + reuse on | Skip rebuild; use cached binaries |
| Cache hit + reuse off | Rebuild anyway |
Linux/macOS game compiles use ccache, so a host/UI-only bump is close to a link-only rebuild of the tens of MB of generated C.
What players / Retro do
| Step | Meaning |
|---|---|
| Install | Extract the zip. Run the game. Pick the disc on first run. |
| Update | Extract the new zip over the old one (raw zip extract: this is a prebuilt Play binary). Saves and settings live beside the exe and are preserved. |
| Retail BIOS | The SCPH-1001 backend is compiled in; a player who owns that dump picks it in the launcher and it hot-swaps (the image is validated, never shipped). Another known image is built into a backend on their machine, once (docs/BIOS_SELECTION.md). |
Migrating a title that predates this
A title still on the setup-host shape (a release.yml that wipes generated/,
scripts/package_setup_release.sh, generated/ ignored, a psxrecomp pin
without the BIOS backends) is moved in one pass by
tools/migrate_bundled_release.py, run from the framework checkout the title
should pin:
python3 psxrecomp/tools/migrate_bundled_release.py . --dry-run # report only
python3 psxrecomp/tools/migrate_bundled_release.py . # commit locally
python3 psxrecomp/tools/migrate_bundled_release.py . --push # and push
In order: bump psxrecomp and recomp-ui to --psxrecomp-ref /
--recomp-ui-ref (default origin/master, refused if that ref lacks the
template or the committed BIOS backends), un-ignore generated/, ensure
[runtime] overlay_cache = true, write scripts/package_release.sh (retiring
the setup-host wrapper) and release.yml from the pinned template, rebuild the
emitters and regenerate the game C from the disc (--disc, else disc.cfg,
else the single disc/*.cue; --skip-generate defers it and the release gate
refuses until done), refresh framework_pins.txt, run check_boot_exe.sh and
check_generated.sh, commit. The working tree must be clean and the
submodules free of local changes. The same operation is Project Studio's
git migrate-bundled / git bulk-migrate-bundled and Retro Studio's
Bulk Migrate tab, which runs it on every ticked title.
Title checklist (short)
generated/committed and regenerated whenever seeds,game.tomlcodegen settings, or the framework pin change..gitignoredoes not ignoregenerated/.scripts/package_release.sh(scaffold templatepackage_release.sh.in)..github/workflows/release.ymlfromtemplates/game-release.yml(tools/generate_ciwrites and checks it).[runtime] overlay_cache = trueingame.toml.- Release notes say the zip is the compiled game: bring your own disc, no BIOS, no build.