Some PlayStation 1 titles implement trivial rejection by folding the sign bits of projected vertex screen coordinates across triangle or quad primitives with a chain of AND instructions. Without adjusting these checks during widescreen presentation, geometry in the newly revealed horizontal area is still rejected by the original 4:3 bounds. Rather than embedding title specific instruction patterns directly into the recompiler, this introduces a generalized `[[widescreen.cull.sxy]]` configuration schema within `game.toml`. Game configurations can now declare multi vertex trivial rejection sequences by their exact AND instruction words, vertex registers and the branch that consumes the result. The loader derives the expected chain from those words and rejects any other shape. Each AND keeps its original value except for the horizontal sign bit, which survives only while that vertex lies beyond the revealed left edge, so vertical and right side rejection are preserved and 4:3 output is bit identical. Shifted coordinate lower edge comparisons reuse the existing `screen_x_sites` handling through a new `slti rt, x, 0` form instead of adding a separate site family. Full parity is maintained between recompiled code and the dirty RAM interpreter by sharing the same runtime helper and validating every fold and consumer instruction word on both paths, leaving mismatching overlay variants untouched. This eliminates hardcoded game logic from the recompiler while giving titles clean geometry retention in expanded aspect ratios.
34 KiB
Widescreen support (feat/widescreen)
Finite 2D backdrop falls back to 4:3 (2026-10-07)
Pre-rendered 2D scenes draw their background as a few large textured
rectangles before any polygon. Rects are screen-space blits, so the image is
exactly as wide as those rects. Polygon overhang alone cannot see that: widened
2D actor culls put sprite quads past the canonical edge, and Tomba's overhead
village (384x256 ground image, fence/sign quads out to x=428) presented wide
with black margins and props floating over them (beads-eio.4.28).
ws_backdrop_extent.h takes each frame's leading run of rectangles (closed by
the first polygon or line), keeps the untagged, unstretched textured ones and
grids them over [-reveal, W + reveal) using the configured reveal. If they
cover at least 90% of the canonical display but leave any reveal cell empty in
the rows they occupy, the frame is short. Two short frames within six frames
veto native-wide in the 2D-only-scene classifier until short frames stop for
WS_2D_SCENE_HYSTERESIS frames. Tagged, stretched or host-extended backdrops,
untextured rects and everything after the first polygon are neutral. The veto
uses the same scope as the 2D-only classifier (sprite-tag titles; not
full_2d or gte_game_mode), and an explicit title world-scene predicate
still wins. Observability: gpu_state.ws.backdrop and the last field
(bd_veto) of each present_ring event. Tests: ws_backdrop_extent_test,
ws_backdrop_scene_test.
Opt-in native-wide view anchoring (2026-09-12)
gpu_ws_set_view_anchor(camera, min, max, active) reads a game's signed
16-bit camera and clamp bounds at BG renderer setup. It shifts only the host
wide mirror, preserving the guest camera and canonical VRAM. The native
view's left edge appears at extra + shift; extra remains the symmetric
width budget. The geometry helper distributes reveal toward the room interior
and centers rooms narrower than the frame with explicit padding.
SW, OpenGL and Vulkan implement gr_wide_set_view. Explicit HUD packets keep
their existing physical origin. OpenGL's canonical-center copy is disabled
while anchoring is active because world and UI no longer share an origin.
For the existing Capcom BG2D layout, bracket each layer's packet producer with
gpu_ws_bg2d_begin_view_layer / gpu_ws_bg2d_end_view_layer. The independent
layer mask permits parallax backdrops to anchor to their own map bounds;
tile generation and ring refill use that layer's actual left/right coverage.
Actor activation uses a constant envelope covering either edge origin.
Zero configuration is inactive; 4:3 retains the original path.
Tests: ws_view_anchor_test, ws_view_anchor_gpu_test, and the hidden real
OpenGL test_gl_readback_region.c fixture. MMX6 is the first consumer;
owner gameplay validation is still pending (beads-eio.3.146).
Earlier squash-mode implementation
Explicit native-wide background polygons (September 2026)
A title plugin can call gpu_ws_tag_background_prim(prim) for each opaque
background polygon in a verified composite, before submitting its ordering
table. The command starts at prim + 4; an embedded command can therefore use
command_address - 4 even when that preceding word is not a DMA header.
The framework validates command type, RAM bounds, complete packet contents,
address and freshness. The title owns the proof that these are backgrounds
and that their union covers the authored viewport. No fixed game addresses or
background guesses belong in the shared API.
OpenGL and software rendering stretch only those polygons about the display center in the native-wide surface, preserving canonical VRAM and the default 4:3 path. Tag every part, including flat fills behind textured sky quads, so the composite remains continuous. Tags expire after two frames and reject reused packets whose words changed. This method performs no guest writes or extra guest allocations.
OpenGL preserves the tag across flat and textured batching. Once a valid background has been tagged, it renders the full wide composite instead of copying the canonical center over it, which would create a scale seam. Packet freshness and displayed-pixel lifetime are separate: a slow game or held display can retain stretched pixels after the two-frame packet guard expires. The full-composite requirement therefore remains latched until GPU reset or snapshot restore; packet-address/content freshness is not relaxed. Sessions that have not tagged a background retain the center-copy optimization. Measure performance in the title and validate the visible sky at the requested aspect before release. Vulkan's native-wide compositor is not implemented; this API does not add one.
Parked validation checkpoint (2026-09-12)
The focused GPU packet/tag regression passes, including expired packets, changed packet contents, disabled widescreen and retained composite lifetime. The V8 Windows runtime builds and both game CTests pass. In the oil-field 21:9 playtest the owner reports that terrain looks fine and the background flickers less badly, but still flickers. This is partial improvement, not visual acceptance. State replay required the HLE scheduler; repeat the comparison with matched scheduler settings before attributing the improvement solely to this change. Work is parked in a draft; no release is approved.
Earlier projection-and-stretch implementation
Status as of 2026-06-13. Branch feat/widescreen in both psxrecomp
(framework) and TombaRecomp (game opt-in + config), pushed to remote.
Experimental. Latest: the far-backdrop edge void is largely fixed (2D backdrop
screenX squash + a depth-gated GTE-3D un-squash); a native-wide rewrite that
would retire the squash entirely was spiked and shelved (see below).
The framework feature is generic and parameterized: every game gets the
plain behaviour for free, all knobs default to inert, and aspect_ratio = "4:3"
(the default) is a mathematical identity — byte-for-byte the original
presentation. A game opts in via [video] aspect_ratio plus an optional
[widescreen] block. One build serves both aspects; the launcher's
Settings → Aspect ratio toggle selects it at runtime (persisted to
settings.toml).
This is the DuckStation/Beetle "widescreen hack" (squash the GTE projection, present stretched to the wide aspect → wider field of view), but implemented in our GTE library + GPU so it covers generated code, the interpreter, and overlay DLLs uniformly — and extended well past what emulators ship with (per-prim proportion correction, so sprites/HUD are NOT stretched).
What works (committed, user-validated)
| Commit | What |
|---|---|
f8a29e8 |
[video] aspect_ratio = "W:H" → GTE X-squash (gte_set_display_aspect, runtime/src/gte.cpp) + aspect-aware letterbox in both renderers + window opens at aspect. Config plumbed through game.toml, settings.toml (load+save), launcher seed (recompiler/src/config_loader.{h,cpp}, runtime/src/main.cpp, runtime/src/gpu_gl_renderer.c). |
970670b |
Launcher Aspect ratio setting: 4:3 (Native) / 16:9 (Widescreen) / 21:9 (Ultrawide). One build does all. |
cad8c96 |
Per-prim proportion correction. Recompiler emits psx_ws_sprite_tag(cpu) at the entry of each [widescreen] sprite_tag_funcs function; runtime records prim ptr ($a0) → GTE-projected anchor and re-squashes tagged prims around their own anchor at GP0 execution, so characters/billboards are NOT stretched. Untagged textured rects (SPRT = screen-space HUD/menus) center-squash. (recompiler/src/code_generator.cpp, runtime/src/gpu.c) |
0792086 |
FMV 4:3 pillarbox (24-bit OR streamed 15-bit MDEC video, detected via mdec_recently_active), menu-2D coherence (lines/flat-rects/mono-sprites squash on full-2D screens so dialog borders match the SPRT boxes; fades exempt), HUD edge anchoring (in-game untagged SPRTs pivot by thirds — outer-third elements keep their wide-screen corner position at native proportions). |
5151e5b |
Authentic 4:3 BIOS boot — squash held off until game entry PC fires (fntrace_is_game_started); Sony/PS logos + shell render 4:3, widescreen engages at game start. |
TombaRecomp 124e3c9 |
Tomba [widescreen] block (see config below). Tomba game.toml defaults aspect_ratio = "4:3"; the dev instance opts into 16:9 via build-stable/settings.toml. |
8ae73c6 / TombaRecomp 01478fd |
2D parallax-backdrop screenX squash (psx_ws_backdrop_x, runtime/src/gpu.c). The actor-table backdrop (far mountains, midground bush row) is overlay 2D sprites computing screenX = (worldX-camX)>>parallax in pure integer math — never touches the GTE, so the GTE squash misses it and far pieces clip past the 320 edge. Fix squashes that stored screenX around screen-centre by the same factor. Applied on BOTH paths: native via [widescreen.backdrop] x_sites recompiler emit (overlay DLLs via OverlayCallbacks, ABI v2→v3), and the dirty-RAM interp SH hook (the path that runs in dev). Sites: type-0 0x801217B4, type-1 0x8012196C. |
1e28a94 / TombaRecomp 66e13e5 |
Depth-gated far-backdrop GTE un-squash (gte_ws_set_suppress, runtime/src/gte.cpp; [widescreen.backdrop] unsquash_funcs recompiler emit). The far ocean/cloud/distant-mountain is GTE-3D drawn by main-EXE FUN_8004db3c; the global squash compresses it toward centre → blue void at the revealed edges. Bracket that driver with a squash-suppress so its draws fill the frame skybox-style. Because the driver draws a MIX (far backdrop + near props), the suppress is depth-gated: only verts with projected SZ ≥ s_ws_far_threshold (default 900, live-tunable) un-squash; near props stay squashed/aligned. |
User has visually confirmed: world geometry, characters, HUD, menus, FMVs, and (2026-06-13) the far-backdrop edge fill all present at correct (native) proportions on the 16:9 stretch.
Live diagnostics (TCP debug server, committed 1e28a94/earlier):
ws_aspect num den (toggle the GTE squash on/off in place — 1 1 = off),
ws_far_threshold [t] (set the SZ depth split + read the backdrop driver's SZ
stats so the split is data-driven), ws_census on|off|<start> <end> (always-on
per-prim draw ring → CSV), ws_margin <v|-1> (force the cull margin), and the
gpu_state ws.{configured,active,game_mode,present_native_43,x_margin,squash}
readout. Plus tools/_press.py (TCP pad), tools/_objtab.py (0x800A3D08 actor
table decoder).
Config reference
[video]
aspect_ratio = "16:9" # "4:3" (default/identity) | "16:9" | "21:9" | any "W:H"
# in [4:3, 32:9]. Wider than 4:3 engages the hack.
[widescreen] # all optional; inert if absent
sprite_tag_funcs = ["0x8005E08C"] # guest addrs of the per-prim helper(s)
# every character/billboard render fn
# calls with the prim ptr in $a0.
sprite_anchor_addr = "0x1F800070" # scratchpad holding the prim's
# GTE-projected anchor SXY at tag time.
hud_sprt_squash = true # center/edge-squash untagged SPRTs
# (screen-space HUD/menus).
auto_ui_squash = true # pre-scan the current GPU linked list,
# select its highest populated UI rank,
# and share one anchor across each
# complete glyph/icon run.
auto_ui_anchor = "edges" # "edges" (default): each run pins to
# its left/centre/right third.
# "in_place": each run squashes about
# its own centre.
auto_ui_size = "proportional" # "original" (default): the HUD keeps
# the display height's scale.
# "proportional": beyond 16:9 it shrinks
# by sqrt((16:9) / aspect).
clear_reveal = true # clear synthetic native-wide side margins
# at opted-in scene/map boundaries (default false).
nw_left_hud_packet_lo = "0x000E3400" # optional targeted left-HUD packet range
nw_left_hud_packet_hi = "0x000E4100" # (half-open); avoids shifting 2D scenery.
offer_ultrawide = true # inert on PSX (see below)
adaptive_view = true # inert on PSX (see below)
# Proven object/model participation comparisons may be forced only while a
# widened world view is configured. The complete instruction word guards
# same-address overlay variants; true 4:3 executes the vanilla comparison.
[[widescreen.cull.keep]]
address = "0x8002B310"
expected = "0x28A21C01" # SLT/SLTU/SLTI/SLTIU only
result = 1 # forced comparison result, 0 or 1
offer, offer_ultrawide and adaptive_view are inert on PSX. They are
still parsed, but the runtime no longer offers widescreen in Settings
(main.cpp pins ws_offered/ws_ultrawide_offered false) and nothing reads
adaptive_view. Widescreen is owned by each title's mod catalog: a trusted
plugin selects the view on activation with psx_mod_set_fixed_display_aspect()
(which also shapes the first window) and, for Fit to Window,
psx_mod_set_adaptive_display_aspect(0, 0) (follow every resize from 4:3 with
no upper limit; pass a maximum to cap it). Once the game window exists,
resizing it updates the projection, cull margins, wide render target and
present aspect. BIOS, FMV, menus and other title-classified 2D frames keep
their 4:3 pillarbox policy. TombaRecomp's and RidgeRacerType4Recomp's
*.enhancement.widescreen packages are worked examples.
The native-wide draw-area early-out correction was independently identified and contributed by OpokXeno in PR #73. The landed variant keeps that mirror-space correction while restricting it to active framebuffer targets, so offscreen texture targets retain the original host-side pruning.
Tomba's values are Ghidra-evidenced: 0x8005E08C is the shared per-prim helper
all ~23 character render functions (RTPS cluster 0x800459E0–0x8004FB54) call;
the RTPS preamble stores the anchor SXY to scratchpad 0x1F800070.
auto_ui_squash is a runtime-only opt-in and does not require regenerated game
code. It applies only on the projection-and-stretch path: eligible
axis-aligned quads (textured, flat or gouraud) and rectangles in the front
populated ordering-table layer are grouped by texture and screen row before any
command is transformed. Untextured quads are included because HUD fills (health
gradients, meter bars) sit inside textured frames and must squash with them.
Widget pieces drawn one rank behind the HUD are also admitted, from the next
populated rank only (it also carries world geometry): an untextured,
axis-aligned panel that fully encloses an admitted piece (a text box under its
glyphs), or a small (at most a quarter of the display each way) axis-aligned
piece that overlaps or stacks within WS_UI_GROUP_STACK_GAP rows on an
admitted piece (a gauge segment and its fill). This repeats to a fixed point.
ws_ui_groups counts these as backing_panels.
Depth-sorted world packets, full-frame backdrops, and true 4:3 frames remain
untouched.
By default each run is pinned to the nearest screen edge or centre third, so
corner HUD moves to the wide-frame corners. Some HUD widgets mix those flat
quads with GTE-projected parts the correction cannot move: Spider-Man's compass
is two ring quads around a 3D arrow. Edge-anchoring the ring pulled it ~70 px
off its arrow at 32:9. auto_ui_anchor = "in_place" squashes each run about
its own centre instead, which corrects its proportions and leaves it where the
stretched 4:3 layout places it. gpu_state reports the mode as
ws.auto_ui.in_place.
The HUD is proportion-corrected horizontally but keeps the display height's
scale, so on a very wide window it reads large against the much wider view.
auto_ui_size = "proportional" leaves it unchanged up to 16:9 and shrinks it
by sqrt((16:9) / aspect) beyond (0.87 at 21:9, 0.71 at 32:9), on both axes:
each run about its horizontal anchor and its vertical anchor (its top edge in
the upper half of the display, its bottom edge in the lower half), scaling
both edges of rectangles and sprites so neighbouring parts stay butted. A mod
may switch it per session with psx_mod_set_widescreen_hud_size().
Projection widescreen only (native-wide does not squash the HUD).
Changing sprite_tag_funcs requires a game regen (the tag callback is
emitted into the generated C). widescreen.cull.keep is consumed by both the
native recompiler and the dirty-RAM interpreter: regenerate main/overlay native
code after changing it, while the interpreter reads the same guarded records
from the runtime config.
Explicit screen-X cull sites
When a title's per-vertex screen-X rejects are not the shapes
auto_screen_x recognises, list them. Every kind below is identity at 4:3
(the live margin m = psx_ws_x_margin() is 0), emits nothing when its list is
empty, and requires a regen after a change. In the main EXE a listed address
holding anything but the instruction in the table is a hard build error
(psxrecomp-game exits 1 and names the site); in captured overlays a different
instruction at the same address is left vanilla, and a matching one is
widened like the main EXE. Native code, overlay shards (the helpers are
defined in overlay_dispatch_preamble.c.inc) and the dirty-RAM interpreter
apply the same helpers.
| Key | Instruction | While widened |
|---|---|---|
slti_sites |
slti rt, SX, W (right edge) |
rt = SX < W + m |
slti_lower_sites |
slti rt, SX, -W |
rt = SX < -W - m |
bltz_sites |
bltz SX, reject (last vertex of a left chain) |
taken while SX < -m |
bgez_sites |
bgez SX, keep (other vertices of a left chain) |
taken while SX >= -m |
clip_edge_x_load_sites |
lh/lhu/lw of a clip-rectangle X bound, to a nonzero register |
a loaded 0 becomes -m, a loaded clip_edge_width becomes W + m; other values unchanged |
branch_keep_sites |
a conditional reject branch (beq, bne, blez, bgtz or REGIMM) |
not taken |
bgez_sites pairs with bltz_sites. A compiled renderer often tests the left
edge as bgez x0,keep; bgez x1,keep; bgez x2,keep; bltz x3,reject: widening
only the bltz still rejects a quad whose first vertices sit in the revealed
band (x0 in [-m, 0), x3 < -m), so the quad pops out at the left edge.
With both kinds listed the chain rejects exactly when every vertex is left of
-m.
clip_edge_x_load_sites covers renderers that compare vertices against a
clip rectangle they load (R4 keeps one in scratchpad for each viewport). Only
bounds equal to a screen edge move, so full-width viewports widen on each side
that touches the display edge while interior viewports (a rear-view mirror,
one half of a split screen) keep their vanilla culls. clip_edge_width
defaults to the first screen_w_imms entry (0x140).
[widescreen.cull]
slti_sites = ["0x80013F60"] # slti v0,v0,0x140
bgez_sites = ["0x80013F40", "0x80013F48", "0x80013F50"]
bltz_sites = ["0x80013F58"] # bltz a3,reject
clip_edge_x_load_sites = ["0x8005F5F4"] # lh v0,0x70(a0)
clip_edge_width = 320 # optional; default screen_w_imms[0]
The interpreter's copies of these lists are sorted and capped at 256 entries
per key; a longer list is logged rather than silently truncated. bgez_sites
and clip_edge_x_load_sites enter the overlay-cache identity only when they
are non-empty, so titles that do not use them keep their caches.
screen_x_sites is the explicit form of the auto_screen_x compare, for a
title whose width is not in screen_w_imms or whose function has no paired
height compare. It takes five instructions:
| Instruction at the site | While widened |
|---|---|
sltiu rt, SX, W |
rt = -m <= SX < W + m |
lui rt, W (a screen edge kept as W << 16) |
rt = (W + m) << 16; a negative W moves left instead |
bltz x, outside where x is SX << 16 |
taken while SX < -m |
slti rt, x, 0 where x is SX << 16 |
rt = SX < -m (the bltz test as a flag) |
sltu rd, SX, W with W in a register |
rd = -4m <= (int16)SX < W |
The sltu form covers a renderer that compares a 16-bit screen X
(andi SX, sxy, 0xffff) against a width it keeps in a register, typically a
clip bound loaded from RAM. The unsigned compare rejects every negative X, so
widening the bound (clip_edge_x_load_sites) only reveals the right band; the
band helper psx_ws_cull_sltu_band also accepts negative X. Its left reach
is four margins: these tests check single vertices, so a large near polygon
whose corners all lie past one margin would still drop, while an unbounded
left side lets every off-screen polygon through and overflows a renderer's
fixed primitive lists (Kula World's world-10 intro stalled for 5 s). Pair it with the
load site so W already carries the right margin. A bound derived from the
loaded one (x + r < W + 2r bounding-sphere tests) works the same way.
Kula World (SCES-01000) is the first user: its object, level-quad and sky
tests use this shape, and forcing them true instead overflowed its renderer.
The last two cover a renderer that keeps a screen X in the high half of a
register (sll x, sx, 16), tests the sign of differences against a lui-held
edge and masks whole points at once; polygon splitters do this. bltz_sites
does not fit that bltz: it compares the whole register with -m, and every
negative SX << 16 is far below that. Widen such tests rather than keeping
the branch: a splitter that takes its pieces from a fixed list runs out of
entries when every off-screen half is kept, and then drops polygons inside
the 4:3 area.
[widescreen.cull]
screen_x_sites = [
"0x80010100", # sltiu s0,v1,0x200 midpoint inside the screen?
"0x80010200", # lui s6,0x200 right edge as 512 << 16
"0x80010210", # bltz t0,outside t0 = SX << 16
]
screen_x_sites is applied when code is generated (native code and overlay
shards) and, at runtime, by the dirty-RAM interpreter: code that runs from
RAM through the interpreter (including under PSX_FORCE_INTERP=1) widens the
same five instruction forms at the listed addresses, with the same helpers and
the same identity at 4:3. A listed bltz follows the precedence bltz_sites,
then screen_x_sites, then the auto_screen_x classifier. In the main EXE
a listed address holding another non-branch instruction is a hard build error;
a branch other than bltz at a listed address is left as it is, and a
slti with a nonzero immediate is a build error (it is not this form).
Packed-SXY all-vertices reject ([[widescreen.cull.sxy]])
Some renderers trivially reject a whole triangle or quad by ANDing the packed
GTE SXY words of its vertices (Y in the high half, X in the low half) with a
sign mask and branching on the result:
and at, t0, s1 ; s1 = 0x80008000
and at, s4, at
and at, t3, at ; (and at, t1, at for a quad)
bne at, zero, reject ; bit 31: all above, bit 15: all left of the screen
screen_x_sites, bltz_sites and the packed-coordinate helpers test one
value at a time and cannot widen this fold. Listing it widens only the left
reject: each AND of the fold becomes psx_ws_cull_sxy_and(acc, sxy), the
vanilla AND except that bit 15 also needs this vertex's X < -m. Bit 31 (the
vertical reject) and every other bit are the vanilla AND, the guest's own
branch decides, and right/bottom rejects (a separate chain) are untouched.
At 4:3 (m = 0) every AND produces the vanilla word.
[[widescreen.cull.sxy]]
kind = "tri" # or "quad" (4 vertices)
vertex_regs = [8, 20, 11] # the SXY operand of each AND
fold_addresses = ["0x8001A7F0", "0x8001A7F8", "0x8001A800"]
fold_expected = ["0x01110824", "0x02810824", "0x01610824"]
consumer_address = "0x8001A808"
consumer_expected = "0x14200034" # bne at, zero, reject
The loader derives the shape from the words and refuses anything else: one
AND per vertex, in increasing address order within 16 instructions, all into
one register r; the first combines vertex_regs[0] with a separate mask
register, each later one combines its vertex with r; the consumer is
beq/bne r, zero within four instructions after the last AND. Every word
of the fold and the consumer is part of the identity: the main-EXE build
fails on any mismatch (checked against the image up front and again when the
AND is emitted), and a captured overlay or interpreted variant with any other
word in the fold is left vanilla. Native code, overlay shards and the
dirty-RAM interpreter use the same helper and the same whole-fold check.
Changing a site changes the overlay-cache identity; regenerate after a change.
Wild 9 (SLUS-00425) is the first user: its triangle and quad rejects use this
shape, and its shifted-X lower edge is the slti form of screen_x_sites.
Strategic direction: native-wide rendering (explored 2026-06-13, shelved)
Everything above is the squash hack: compress a wider FOV into the 320 framebuffer, present stretched. Its cost is a long tail of per-vertex-squash artifacts (backdrop void, prop drift, the mountain grass-top straddle — see ISSUES #8C). The proper fix is to stop squashing and render the wider FOV natively into a wider framebuffer. No squash → that entire artifact class disappears by construction (and it would likely fix the 8F dialogue split too).
A runtime PoC (ws_native_wide toggle) was built and proved viable, then
reverted (kept only as the checkpoint's history, not committed): drop the GTE
X-squash, widen the GPU draw-area + display by WS_WIDE_EXTRA=106 (320→426 =
16:9 @ 240), and shift everything by WS_WIDE_OFFSET=53 via draw_offset so 3D
and 2D move together and stay aligned. Result: content rendered un-squashed at
natural proportions with HUD/world alignment intact — the hypothesis held.
Why a native-recomp project should prefer this: we run on native hardware, so over-rendering off-screen geometry is essentially free — we don't need to cull the reveal precisely, just render more and not worry about the waste.
Remaining work to finish it (the PoC flushed these out):
- Widen the game's screen-space rejects so the revealed side strips draw
instead of being culled — e.g.
FUN_80027600'sSX>=0x140(320) trivial reject. Over-render: set the bound generously (recompiler emit, regen-class). - Paint the widened buffer region — the game's framebuffer is 320 wide, so a 426-wide display read shows stale VRAM where nothing was drawn (the PoC's right-edge garbage). The reveal must be covered (backdrop draws there once the cull is widened) and/or the region cleared.
- Re-anchor the 2D HUD/dialogue to the wider frame (the
draw_offsetshift centres them; corner HUD needs to map to the true edges).
Known issues / outstanding work
1. World-space culling pop-in — ROOT-CAUSED, patch set ready, NOT YET IMPLEMENTED
This is the top remaining item. Background scenery and some enemies pop
in/out while still on-screen in 16:9, because the game's per-object draw
classifier tests objX − camX against a 4:3-screen-derived window that the
GTE squash never sees (it's a pre-projection world-space test).
Ghidra investigation (2026-06-12) located the entire classifier family and the exact patch set. All constants are code immediates (no data tables).
-
camera X (left edge of the 4:3 view) is mirrored each frame to scratchpad
*(u16*)0x1F800176by the camera updater at0x8002D90C(adjacent to the H=544 re-assert at0x8002D89C). -
Main draw classifier
FUN_80022E44(24 call sites — every "register for draw" path). Sets per-object draw flag atobj+1; the draw walker (0x8004AFAC/ drainer0x8004B1D8) skips objects withobj+1 == 0(0x8004B230). Window math:0x80022E78: addiu v0,v0,0x40 ; +64 margin <- widen 0x80022E80: sltiu v0,v0,0x1C1 ; pass if < 449 (320+2*64+1) <- widenWith the 4/3 squash showing world
[-53.3, +373.3], the effective margin collapses to ~11 px → anything wider than ~22 px pops. Draw-level, not despawn. -
Widen by
E = 320*(4/3 − 1)/2 ≈ 54 (0x36)symmetrically. Patch sites:Addr Fn Current → New 0x80022E780x80022E44draw classifieraddiu v0,v0,0x40→0x760x80022E80" sltiu v0,v0,0x1C1→0x22D0x80022F940x80022F6Cpredicate(obj)addiu v0,v0,0x40→0x760x80022F9C" sltiu v0,v0,0x1C1→0x22D0x80022FE80x80022FD8predicate(x,y)addiu a0,a0,0x40→0x760x80022FF0" sltiu a0,a0,0x1C1→0x22D0x800230680x80023020despawn (160 margin)addiu v0,v0,0xA0→0xD60x80023070" sltiu v0,v0,0x280→0x2ECParam-margin variants (margin in
a1, width0x140hard-coded) at0x80022C08/0x80022D3C/0x800230BC: convert the load-delaynopbefore the subtract (0x80022C34/0x80022D68/0x800230FC) intoaddiu a1,a1,0x36(0x24A50036) — hazard-free, inflates both bias and the2*a1bound. These are called from disc overlays (enemy AI) with no boot-EXE xrefs, but patching the shared main-EXE function covers all overlay callers. -
Do NOT touch
0x800344CC(world→screen coord conversion).
Recommended implementation (do NOT hand-patch generated code — Rule 4):
make this a recompiler feature like sprite_tag_funcs. Add a [widescreen]
list of (addr, kind) cull-widen sites; emit the immediate as a
runtime-computed term imm + psx_ws_x_margin() where psx_ws_x_margin()
returns 0 at 4:3/boot and ~54 (aspect-derived) once engaged. That keeps one
build correct for both aspects and makes 21:9 automatic. The per-instruction
emit site is CodeGenerator::translate_instruction (code_generator.cpp:670);
the addiu/sltiu immediate handlers are where the substitution goes,
gated by the configured site set. Requires a game regen.
2. World-edge exposure (left side)
16:9 can reveal past the authored edge of an area's geometry. Candidate
gameplay clamps that pin an object to camX+0x134/camX+0x136 (the 4:3 right
edge) live at 0x80057D94 / 0x80058580 — these are gameplay clamps, not
the cull, and widening them is a separate, lower-priority decision. Some areas
may simply have to accept a little edge reveal.
3. HUD edge anchoring is heuristic
In-game untagged SPRTs pivot by thirds (outer third → screen edge, middle →
centre). Works for Tomba's sparse corner HUD; a game with mid-screen HUD
elements could need per-element tuning. The "game vs full-2D screen" mode
detector (ws_game_mode in gpu.c) keys off "any tagged prim within 2 frames."
4. 21:9 untested
The launcher offers 21:9 and the math generalizes, but it has not been playtested. Wider aspects worsen culling pop-in until issue #1 is fixed.
5. sprite_tag_funcs discovery is per-game manual
Finding the shared per-prim helper + anchor scratch requires a Ghidra pass per title. Documented for Tomba; any new title needs the same investigation.
Key files
runtime/src/gte.cpp—gte_set_display_aspect, RTPS/RTPT X-squash.runtime/src/gpu.c—gpu_ws_configure,psx_ws_sprite_tag, tag table, per-prim transforms in the GP0 exec handlers.runtime/src/gpu_gl_renderer.c—gl_renderer_set_display_aspect,letterbox_rect_aspect,force_4_3present paths.runtime/src/main.cpp— config resolution,g_ws_engaged(boot gate),fmv_frame4:3 pin, window sizing.runtime/src/mdec.c—mdec_recently_active(FMV detector).recompiler/src/code_generator.cpp—psx_ws_sprite_tagemit at tagged fn entry. This is where the cull-widen emit (issue #1) belongs.recompiler/src/config_loader.{h,cpp}—[widescreen]parse,aspect_ratio.- Launcher aspect control — aspect toggle.
TombaRecomp/tools/capture_game_window.ps1— window-capture helper for visual verification (the VRAMscreenshot_fileshows the pre-stretch frame; this shows the post-stretch window).
Verify / rebuild
Runtime-only changes (everything except sprite_tag_funcs / cull-widen) just
need a rebuild:
PATH=/c/msys64/mingw64/bin:$PATH
cmake --build ../TombaRecomp/build-stable --target psx-runtime -j16
Changes that emit into generated C (sprite_tag_funcs, future cull-widen) need
a regen first (see memory/regen_build_recipe.md):
recompiler/build/psxrecomp-game.exe --config game.toml
build-stable is RelWithDebInfo + debug tools (TCP port 4470) + launcher ON.
Always taskkill /F /IM psx-runtime.exe before relaunching.
Native-wide 16:9 (shipped) and 21:9 (stubbed, hidden)
The shipped enhancement is native-wide 16:9, exposed as the launcher's
experimental Widescreen On/Off toggle (software renderer only; hidden on
OpenGL). It is off by default (game.toml [video] aspect_ratio = "4:3"), so the
default build is byte-identical to faithful. On = 16:9. The dominant fix is
[widescreen.cull] auto_screen_x — the recompiler auto-detects the GTE
render-funnel screen-extent reject (sltiu …,0x140 width paired with
sltiu …,0xE0 height) and widens every width compare through
psx_ws_x_margin(), sign-extended so both margins reveal. Full-screen 2D
overlays (pause dim, load fade) are extended across the wide compositor surface.
21:9 is intentionally stubbed and hidden. Everything numeric is
aspect-derived (ws_nw_offset etc.), so aspect_ratio = "21:9" already widens
the cull, compositor, and present correctly — the 3D world and foreground fill
21:9 for free. It is not offered in the UI because two layers don't reach
21:9:
- Background — the parallax + far-backdrop pipeline only generates ~16:9
of coverage (per-layer spawn windows in the
FUN_80027600builders +FUN_801216BC-family overlay handlers). The per-prim cull already widens past this; the tiles simply aren't produced, so 21:9 voids the far background. This is the 8C generation work, and may hit the game's authored coverage limit (beyond which only tile/stretch/void remain) — which is what caps clean widescreen at 16:9. - Foreground edge tips — the cull widens exactly to the display surface edge; fixable by over-rendering (decouple the render aspect from the display aspect) — low effort, but pointless until the background is solved.
To enable 21:9 later: widen the backdrop generation, then promote the launcher's
2-state toggle to a 3-way Off / 16:9 / 21:9 (the cycle_aspect callback already
cycles aspect_index 0/1/2 and is the scaffold). Full feasibility analysis in
the session memory native_wide_fov_autocull.md.