Bundled releases link OpenBIOS only; retail-BIOS-derived C never ships.
"Bring your own BIOS" now works without it: when a dump matching a shipped
profile (psx_bios_known_images.h) is selected, the runtime builds that
backend on the player's machine with the overlay toolchain the release
already carries, caches it, and loads it as one more registered backend.
- runtime/include/psx_bios_module.h: the module contract. An overlay-style
self-contained shared library (no imports from the executable) exporting
psx_bios_module_{abi,codegen_hash,init,backend}; reaches the runtime only
through OverlayCallbacks plus a new PsxBiosModuleCallbacks table (traps,
dirty-RAM/kernel-bless probes, fntrace, log_probe) and pointer aliases of
the globals the generated dispatcher touches. Its #defines rewrite the
emitter's own extern lines, so the generated C compiles unchanged.
- runtime/include/psx_bios_module_glue.c.inc: module-side forwarders and the
four exports, compiled after overlay_dispatch_preamble.c.inc.
- runtime/src/psx_bios_module.c: host side. Cache path
<exe>/cache/bios/<os-arch>/bm<abi>_<codegen hash>_f<flavor>/<STEM>_<crc>,
ABI + codegen-hash gated load, callback fill, and a blocking build via
overlay_toolchain/bios_module_build.py (gcc via compiler.txt or PATH,
else tcc), then psx_bios_register().
- psx_bios_backend.c: the registry is now a mutable table seeded from the
CMake-generated psx_bios_builtin_registry by a constructor, with
psx_bios_register(); every existing walker keeps working.
- main.cpp: validate_bios_for_launch acquires a module (announcing a first
build) before declaring a mismatch; discovery accepts a buildable dump;
the launcher verify reports it usable ("ready" / "compiled on first
launch") with no Generate & rebuild; the BIOS row shows whenever the
toolchain is present; bundled_only respects module support.
- emitter: the CPS-marker constructor is not emitted in a module build.
- overlay_api.h: OverlayCallbacks gains a struct tag;
overlay_loader_callbacks() exposes the host table before loader init.
- tools/bios_module_build.py (ships in the toolchain): identity + profile
SHA-256 gate, staged emitter tree, emit, three-TU compile, ctypes
self-check, atomic publish. release_stage.py stages psxrecomp-bios, every
bios/*.toml, the seeds and the builder into overlay_toolchain/.
- Tests: runtime/tests/test_bios_module_host.c against three fake modules
(good / wrong ABI / wrong hash) on real dlopen; recompiler/tests/
test_bios_module_build.py builds the bundled OpenBIOS end to end and reads
the descriptor back; guards extended.
Verified on Twisted Metal 4 (bundled build + staged toolchain, headless):
first launch with --bios SCPH1001.BIN builds and loads the module and boots
on image=SCPH-1001; the second launch loads it from cache.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
CI helpers for bundled releases
Shared scripts and GitHub Actions so every PSXRecomp title uses one
standardized release flow: CI builds the title's committed generated/
game C and ships the compiled game.
Start here: ../GAME_PROJECT_SETUP.md, then
BUNDLED_RELEASES.md for what ships and why.
Workflow template
New Project Layout (tools/new_project_layout/setup_project.{sh,ps1}) copies
this template into the title repo and replaces YOUR_* / yourgame-release
using --zip-prefix (or a derived acronym) plus the window title. It also
writes scripts/package_release.sh, README.md, and an optional
framework_pins.txt snapshot, and can opt in wizard/netplay via
--enable-wizard / --enable-netplay. Release CI pins via submodule gitlinks
and only logs SHAs with record_pins.sh (no verify_pins gate).
Existing titles: tools/generate_ci writes (and --checks) the filled
workflow; Project Studio (tools/new_project_layout/migrate_project.py apply /
gui) emits the same packager wrapper + release.yml and un-ignores
generated/.
Manual:
mkdir -p .github/workflows
cp psxrecomp/docs/ci/templates/game-release.yml .github/workflows/release.yml
# edit YOUR_* placeholders — or use fill_tokens.py --ci-placeholders
# Release name is YAML-quoted so titles with ':' (e.g. Marvel vs. Capcom: …) parse.
Template: templates/game-release.yml
Versioning: workflow_dispatch with an empty version auto-bumps the next
X.Y.Z from the latest v*.*.* git tag (bump: patch / minor / major; default
patch). Pass an explicit version to override. Shared helper:
tools/ci/normalize_version.sh --next [patch|minor|major].
Matrix: ubuntu-24.04 (linux-x64), windows-2022 (windows-x64),
macos-15 (macos-arm64), macos-15-intel (macos-x64).
Release builds always configure with Vulkan headers + glslc (MSYS2 /
apt / Homebrew packages), verify vulkan.h + glslc before configure, and
fail the job if CMake does not select PSX_HAVE_VULKAN. Runtime still loads
the ICD dynamically via SDL; CI only needs headers and the shader compiler.
Tools under psxrecomp/tools/
| Script | Role |
|---|---|
ci/normalize_version.sh |
Normalize / write VERSION + TAG; --next auto-bumps from latest tag |
ci/check_boot_exe.sh |
The three copies of the boot-EXE name agree |
ci/check_generated.sh |
Committed game C present + tracked; no retail BIOS C; no BIOS dump |
ci/generate_openbios.sh |
Emit the OpenBIOS backend C in CI from the bundled MIT image |
ci/record_pins.sh |
Log psxrecomp / recomp-ui / recomp-net SHAs (CI + scaffold) |
ci/verify_pins.sh |
Optional local check vs framework_pins.txt (not used by release CI) |
ci/build_emitters.sh |
Build psxrecomp-game + psxrecomp-bios |
ci/sign_windows.sh |
Authenticode-sign the staged Windows binaries (no-op without a certificate) |
fetch_toolchain.sh |
Download/unpack cmake-clang-v1 (Windows emitter builds on the CI machine only) |
package_game_release.sh |
Bundled zip: compiled game + runtime data + OpenBIOS + mods + overlay toolchain |
release_stage.py |
Shared staging surface (mod catalog, overlay toolchain incl. the BIOS emitter/profiles/seeds, overlay cache tag/shards) |
bios_module_build.py |
Ships inside the toolchain; builds a retail BIOS backend from the player's dump at runtime |
bundle_mingw_dlls.sh |
Copy imported non-system DLLs next to Windows PEs |
templates/game.gitignore |
Suggested gitignore for title repos (generated/ tracked) |
package_setup_host.sh / stage_setup_sdk.sh are the retired setup-host
packagers; they are not part of the release flow.
Composite actions
- uses: ./psxrecomp/.github/actions/build-emitters
- uses: ./psxrecomp/.github/actions/fetch-toolchain # Windows emitter build only
Title responsibilities
Keep only this in the game repo:
generated/committed, regenerated (and re-committed) whenever seeds, codegen settings, or the framework pin change- CMake via
psxrecomp_add_game_runtimewithGEN_MARKER/GEN_FULL_GLOBnaming the committed C, and the wizard on (first-run disc picker) - Thin
codegen_setup.c/.hwithpsx_game_codegen_forward_if_built(scaffold:tools/new_project_layout/templates/codegen_setup.c.in) —main.cppalways calls it; in a full build it is a no-op - For netplay titles:
PSX_NETPLAY ONbeforeinclude(runtime.cmake)(ENABLE_NETPLAY_IF_PRESENTalone is too late), plus-DPSX_NETPLAY=ONin the release workflow configure step - Thin
scripts/package_release.shwrappingpackage_game_release.sh - Zip prefix / display name / disc hint in that wrapper
- Release notes / GitHub Release job naming
Release CI configures with -DPSXRECOMP_REQUIRE_GAME_C=ON after
check_generated.sh and generate_openbios.sh, and asserts from the configure
log that the generated game C and the OpenBIOS backend were linked.
Windows code signing
Windows 11 Smart App Control (on by default on new installs) allows an executable only if it carries a valid Authenticode signature or its exact hash already has reputation. Every CI build is a new hash, so an unsigned release is blocked outright, with no "run anyway".
package_game_release.sh therefore runs tools/ci/sign_windows.sh over the
staged tree before zipping. It signs the game exe and every DLL (the
overlay_toolchain/ bundle is left alone) with SHA-256 and an RFC 3161
timestamp, then verifies each file.
| Secret / variable | Meaning |
|---|---|
WINDOWS_SIGN_PFX_BASE64 |
the PKCS#12 certificate, base64 (base64 -w0 cert.pfx) |
WINDOWS_SIGN_PFX_PASSWORD |
its password (omit for a passwordless .pfx) |
WINDOWS_SIGN_TIMESTAMP_URL |
optional; default http://timestamp.digicert.com |
WINDOWS_SIGN_DESCRIPTION |
optional; text shown in the file's properties / UAC |
No certificate = no signing, and the build still succeeds (a notice is printed). A certificate that is present but fails to sign is fatal. The workflow template passes the two secrets to the Package game zip step; forks without them package unsigned exactly as before.
Certificate choice: an OV certificate satisfies Smart App Control at once, while SmartScreen reputation still builds over downloads. An EV certificate or Azure Trusted Signing is trusted by both immediately. Trusted Signing does not hand out a .pfx; wiring it means a different signing step, not this script.
Because the shipped executable is the game, the signature now covers what the player runs. The setup-host model could not offer that: the binary players ran was built on their own machine after Generate and carried no signature.