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https://github.com/RetroPortingToolKit/psxrecomp
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2403e60fd3
Brings in the observability window-trap work (per-game watch list, window traps that read as results) and the generated-project framework docs. Conflict was confined to TCP_COMMANDS.md's autogenerated command index — both branches added commands — resolved by regenerating with tools/gen_tcp_commands.py against the merged servers (318 commands, --check passes). Full runtime build + test_cli_project_packaging pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016mwbhSkoL66o8BSBuP6DiY
# @WINDOW_TITLE@ <!-- retcomm-readme-metrics --> [](https://github.com/@GITHUB_OWNER@/@GITHUB_REPO@/releases) [](https://github.com/@GITHUB_OWNER@/@GITHUB_REPO@/releases/latest) [](https://github.com/@GITHUB_OWNER@/@GITHUB_REPO@/releases/latest) <!-- /retcomm-readme-metrics --> Static recompilation of **@GAME_NAME@** built on [psxrecomp](https://github.com/mstan/psxrecomp) and [recomp-ui](https://github.com/mstan/recomp-ui). @DESCRIPTION@ | | | |---|---| | Players | @PLAYERS@ | | Region | @REGION@ | | Publisher | @PUBLISHER@ | | Year | @YEAR@ | Scaffolded with the New Project Layout. See `psxrecomp/docs/GAME_PROJECT_SETUP.md` for the full flow. <!-- retcomm-readme-launcher --> ## RetComM Launcher You can run this title **standalone** (release zip + the built-in recomp-ui Generate & Build flow), or manage installs, updates, ROM/BIOS wiring, and queued builds more intuitively with **[RetComM Launcher](https://github.com/TechnicallyComputers/RetComM-Launcher)** — the Retro Compilation Manager hub for self-compiling recomps. [Downloads](https://github.com/TechnicallyComputers/RetComM-Launcher/releases) · [Full README & features](https://github.com/TechnicallyComputers/RetComM-Launcher#readme) <p align="center"> <img src="https://raw.githubusercontent.com/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/hub-and-game-launcher.png" alt="RetComM hub with a background build, next to a title’s recomp-ui launcher" width="720"> </p> <p align="center"> <img src="https://raw.githubusercontent.com/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/queue-and-background-build.png" alt="Background cmake build with titles queued" width="720"> </p> RetComM checks for updates, rebuilds with existing build data when possible, shares the portable toolchain used by per-title launchers, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand. <!-- /retcomm-readme-launcher --> ## Legal You must own the original game. Disc images under `disc/` are gitignored and must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is used for Generate unless you supply your own SCPH locally. Default app icon: `assets/psxrecomp.ico` (and `.png` / `.svg`) — RetComM-themed controller mark from `psxrecomp/assets/`. Windows builds embed it via `APP_ICON`. Optional box art under `launcher_assets/img/` may come from [libretro-thumbnails](https://github.com/libretro-thumbnails/libretro-thumbnails) (`Named_Boxarts`); see `BOXART_SOURCE.txt` when present. ## Quick start (dev) ```bash git submodule update --init --recursive ./psxrecomp/tools/ci/build_emitters.sh python3 psxrecomp/psxrecomp_cli.py generate \ --config game.toml --project-root . --disc disc/<your>.cue cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build-release --target psx-runtime ``` `psxrecomp/runtime/runtime.cmake` must exist before configuring. If CMake says the runtime is missing, the framework submodule is not checked out; run `git submodule update --init --recursive`, or pass `-DPSXRECOMP_ROOT=<path-to-psxrecomp>` when intentionally building against a separate framework checkout. Zip prefix for CI artifacts: `@ZIP_PREFIX@`. ## Symbols Progressive map: `symbols.toml` → `python3 tools/sync_symbols.py` → `psx_symbols.h` (`PSX_FN_*`). See `psxrecomp/docs/SYMBOLS.md`. ## Framework pins Submodule gitlinks (`psxrecomp`, optional `recomp-ui`, nested `recomp-net`) are authoritative. `framework_pins.txt` is an optional scaffold snapshot; release CI logs SHAs with `record_pins.sh` but builds whatever the gitlinks resolve to. Bump submodules deliberately — do not float on `main`/`master` in release CI. <!-- retcomm-readme-raid --> --- <p align="center"> <sub><b>R.A.I.D. — Retro AI Development</b> · a Discord for AI-assisted retro reverse-engineering, decomp & recomp</sub> </p> <p align="center"> <a href="https://discord.gg/Ad9BwSzctP"><img src=".github/raid-discord.png" alt="Join the Retro AI Development (R.A.I.D.) Discord" width="200"></a> </p> <!-- /retcomm-readme-raid -->