This reverts commit b836f2198c.
19 KiB
Widescreen support (feat/widescreen)
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.
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 # separate experimental 21:9 launcher row.
adaptive_view = true # expose live resize-driven aspect mode.
# 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
When adaptive_view is enabled by the game, the launcher's Aspect ratio
selector gains an Adaptive entry. The previously selected fixed aspect
still determines the initial window shape. Once the game window exists,
resizing it continuously
updates the GTE/native-wide projection, cull margins, wide render target, and
present aspect. The live ratio is clamped to 4:3 on the narrow side and to the
widest mode the game offers (16:9, or 21:9 with offer_ultrawide). BIOS,
FMV, menus, and other title-classified 2D frames retain their existing 4:3
pillarbox policy. The user choice persists as [video] adaptive_view in
settings.toml.
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 textured quads/rectangles in the front populated ordering-table
layer are grouped by texture and screen row before any command is transformed.
Depth-sorted world packets, full-frame backdrops, and true 4:3 frames remain
untouched.
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.
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.