Files
psxrecomp/docs/internal
Matthew Stanley 7e1421be7c docs: correct the Tomba 2 perf measurement (first attempt was interp-bound)
The first FMV A/B was run on a fresh worktree whose overlay shard cache was
cold AND whose autocompile could never work: game.toml points at
psxrecomp-v4/recompiler/build-t2/psxrecomp-game.exe while the documented build
recipe builds the recompiler at build-recompiler/ in the worktree root, so it
failed 8/8 with WinError 2 and the runtime silently ran interpreted
(dispatch_native = 0). The '40 fps / ~19 underruns per second' attributed to
master in the previous commit was that broken setup, not master.

Re-measured against the fully warm cache with the pre-SPU exe as a control in
the same worktree: interp_share 0.7813 vs 0.7775, exc_share 0.2386 vs 0.2381,
39.1 vs 38.0-38.4 fps. Identical within noise, so the DSP work is free.

Separately characterises the real pre-existing defect: the FMV is 96% native by
dispatch count but 78% interpreted by wall clock with 24% in exception
handling, even warm.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 18:16:17 -07:00
..
2026-07-29 03:18:10 -04:00
2026-07-29 03:18:10 -04:00

Internal dev-logs & design notes

These are the working design documents and burn-down logs the project was built from. They are historical/working notes, not contributor onboarding docs — they capture decisions, phased plans, and deep subsystem investigations in the order they happened, and some sections are superseded by later ones.

If you're new here, start with the top-level README.md, then docs/ARCHITECTURE.md, docs/EXECUTION_MODEL.md, docs/BUILDING.md, and CONTRIBUTING.md. Come here when you need the why behind a specific subsystem.

Plans & roadmap

Cycle accuracy & timing

BIOS / scheduler

Renderer / widescreen

Overlay cache internals