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material, plus two that had been superseded by the code they described.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the two superseded ones merged into the docs that replaced them.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>
9.1 KiB
Architecture
How PSXRecomp is put together, end to end. For the higher-level "why three ways
of running code" story, read 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 undergenerated/.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.
The recompiler (recompiler/)
Two entry points share the same translation core:
src/main_bios.cpp— ingests the flat BIOS ROM (SCPH1001.BIN, loaded at0xBFC00000) and emitsgenerated/SCPH1001_*.c.src/main_psx.cpp— ingests aPS-X EXEextracted from a game disc and emitsgenerated/<serial>_*.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 SDL3 by default (SDL2 is an
explicit compatibility backend), a cooperative-thread
scheduler on host fibers (
psx_fiber.c: Win32 Fibers / POSIXucontext), 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 skips the BIOS boot sequence and intercepts
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.)
Those are two independent axes, and the distinction matters because a build
links more than one BIOS (BIOS_SELECTION.md):
| axis | what it needs from the image | on retail SCPH-1001 | on bundled OpenBIOS |
|---|---|---|---|
| boot-skip | shell_entry_phys — works under pure LLE |
yes | yes |
| kernel-call HLE | deliver_event_ret — the kernel's own DeliverEvent $ra |
yes | refused, loudly |
So "skip the BIOS and go straight to the game" means the same thing on every
BIOS: the boot-skip is not synthesis, it just returns immediately from the
shell call, so it needs nothing BIOS-specific beyond knowing where the shell is
entered. Whether the kernel-call tier is additionally available is a separate,
per-image question, and refusing it must never cancel the boot-skip — deriving
one from the other is the bug fixed in 2026-07. Both axes are decided in one pure
place, psx_bios_hle_plan()
(runtime/include/bios_hle_plan.h), which
is unit-tested over the whole matrix.
Static / overlay / interpreter dispatch
This is the heart of the system and has its own doc,
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
gccis onPATH(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 (<game>/gcc/<arch-abi>/… vs <game>/tcc/…); a gcc
shard wins over a tcc shard for the same region. See
docs/FEATURES.md, docs/OVERLAY_CACHE_V2.md,
and docs/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.) - Vulkan — experimental. The build option
PSX_ENABLE_VULKANdefaults 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 and
docs/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,
docs/config_schema.md, and 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.
Where to go next
EXECUTION_MODEL.md— static/native/interp in depth.BUILDING.md— dependencies + build steps.../CONTRIBUTING.md— dev workflow and rules.../CLAUDE.md— the exhaustive engineering constitution.