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psxrecomp/docs/config_schema.md
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PSXRecomp v4 — config TOML schema

Consumed by:

  • psxrecomp-bios.exe and psxrecomp-game.exe (via --config <toml>)
  • tools/audit_config.py and the audit tooling that wraps it
  • The runtime cmake macro (runtime/runtime.cmake)

Examples:

  • bios/SCPH1001.toml — BIOS-only config (no game; psx-runtime targets this)
  • ../TombaRecomp/game.toml — game config (tomba-runtime targets this)

How configs combine

A PSXRecomp v4 process always has a BIOS config. It optionally also has a game config. Both are TOML files in this schema:

  • bios/SCPH1001.toml (or another BIOS .toml in bios/) — describes the BIOS. Always loaded.
  • <game>/game.toml — describes a single game. Loaded ONLY when running that game.
psxrecomp                            # BIOS-only regen (uses default bios.toml)
psxrecomp games/tomba/game.toml      # BIOS + game regen
psx-runtime                          # boots BIOS discless
psx-runtime games/tomba/game.toml    # boots BIOS, then loads game

When both are loaded, keys merge:

  • Scalar keys (debug_port, window_title, memcard_dir, ...): game wins if set, inherit from bios.toml otherwise. Shallow override.
  • [program] (BIOS) and [game] blocks: NOT merged — they describe different programs. Both are visible to the loader.
  • Generated dispatch tables and C output: ADDITIVE. BIOS contributes SCPH1001_*.c; game contributes <exe>_*.c. No address overlap is expected (BIOS lives at RAM 0x500-0x8500 + ROM 0xBFC..., game at 0x80010000+). The cmake macro psxrecomp_v4_add_runtime_target already links both.
  • [[audit.regions]] and [[audit.normalize.remap]]: additive — game adds its regions on top of BIOS's.

Top-level blocks

[program]    # in bios.toml; describes the BIOS
[game]       # in game.toml; describes the game
[recompiler]
[runtime]
[audit]

Program / game block

  • bios.toml has a [program] block describing the BIOS ROM.
  • game.toml has a [game] block describing the game EXE / disc.

These are NOT alternatives; they're complementary. A runtime loading both sees both blocks. The legacy single-file audit loader (tools/audit_config.py) accepts either as the program-info source for backwards compat, but going forward they are the canonical names for their respective files.

Fields

Field Required for Description
name both display name, e.g. "SCPH1001 BIOS"
id both canonical id, e.g. "SCPH-1001" or "SCUS-94236"
rom bios path to raw flat binary, relative to project root
exe game path to PS-X EXE file, relative to project root
load_address both hex string, virtual address of first byte ("0xBFC00000" BIOS, "0x80010000" typical game)
entry_pc both hex string, first PC to execute
text_size both hex string, size in bytes of code segment (used by audits to bound region walks)
stack_base game hex string, initial $sp value for the game
disc game (single-disc) path to .cue, relative to project root
discs game (multi-disc) array of .cue paths; disc is sugar for discs = [disc]

Recompiler block

[recompiler]
seeds       = "recompiler/seeds/phase2_ghidra_seeds.json"  # BIOS
seeds       = "seeds/ghidra_funcs.txt"                     # game (note: game seeds aren't json today)
bios_thunks = "seeds/tomba_bios_thunks.txt"                # game-only
out_dir     = "generated"                                  # both
strict      = true                                         # both — currently always true
out_stem    = "SCPH1001"                                   # optional; overrides the auto-derived stem

Output filenames: <out_dir>/<out_stem>_full.c and <out_dir>/<out_stem>_dispatch.c. If out_stem is omitted, it's derived from the rom/exe file basename with the trailing .BIN or .EXE stripped (Path.stem is NOT used because it mishandles SCUS_942.36).

Runtime block

Consumed by the cmake macro psxrecomp_v4_add_runtime_target (eventually) and by runtime/src/main.cpp as the source of compiled-in defaults.

[runtime]
debug_port    = 4370            # TCP port for the debug server
window_title  = "..."           # SDL window title
controller    = "digital"       # "digital" or "dualshock"
memcard_dir   = "."             # memcard files location, relative to project root

Opt-in warm CD routes

Per-game read acceleration is disabled unless the game explicitly declares one or more strict routes. Each route arms on one SetLoc, then requires every later file start to match lbas in order. A mismatch immediately restores the normal configured disc timing. Only data-read cadence is accelerated; XA/CDDA, seek, and motor timing remain authentic.

[[runtime.warm_cd_routes]]
arm_lba = 95947
lbas = [298, 299, 306]
instant_max_per_frame = 32

Up to 16 routes may be declared, with 1–64 LBAs each. The old singular [runtime.warm_cd_route] table is deprecated and emits a warning when loaded; it remains readable for compatibility. This enhancement is intentionally opt-in and must not acquire a global default.

The other load-time accelerators are likewise opt-in:

[runtime]
turbo_loads = true
idle_skip = true
turbo_audio_sink = true

turbo_audio_sink is meaningful only while turbo_loads is active. It keeps the guest SPU timeline advancing but discards accelerated samples before host playback, then fades normal output back in.

Reserved future fields:

  • default_disc_path — game runtimes can pre-mount a disc
  • default_game_root — for sibling-junction setups

Audit block

See docs/audit_inventory.md for the audit pipeline. The schema here is the input side: regions to walk, address-normalisation rules.

[audit]
function_starts = "generated/ghidra_function_starts.json"   # optional

[[audit.regions]]
name        = "..."             # e.g. "Boot", "Kernel", "Shell", "Text"
rom_start   = "0x..."           # byte offset in rom/exe file
rom_end     = "0x..."           # exclusive
vaddr_base  = "0x..."           # virtual address corresponding to rom_start

[audit.normalize]
kseg_mask = "0x1FFFFFFF"

[[audit.normalize.remap]]
description = "..."             # human-readable; not consumed by tooling
from_lo     = "0x..."           # inclusive
from_hi     = "0x..."           # exclusive
to_lo       = "0x..."           # target start offset (phys = phys - from_lo + to_lo)

What's NOT in the schema yet (Phase B+)

These are noted here so future work knows where to slot them:

  • Game discs field (Phase D). For now Tomba uses disc = "...".
  • [runtime] disc_swap_command — runtime-side disc swap (Phase D).
  • [recompiler] seeds as an array of paths (currently single file; Phase A might allow multiple).
  • [program] type explicit discriminator (currently inferred from rom vs exe field presence).