The launcher and studio ship as Retro Launcher and Retro Studio now,
from the RetroPortingToolKit org, so the old product name is gone from
display text, documentation and release asset filenames.
The split is by case, and it is not cosmetic. CamelCase RetComM was
always the product; lowercase retcomm and RETCOMM_ are identifiers --
the C++ namespace, the binaries, the data directories, the CMake and
environment variables, the Cloudflare service names, the readme markers.
Renaming those would orphan existing installs for no benefit, so they
are untouched: 1101 lowercase retcomm and 205 RETCOMM_ still stand in
the launcher alone.
Four things are deliberately still spelled RetComM, and three of them
would have been real breakage:
- RetComM-Data is CamelCase but it is a directory on disk --
<exe_dir>\RetComM-Data\{runtime,config,data} for a portable install.
Renaming it strands every portable user's config, toolchains and
catalog cache.
- TechnicallyComputers/RetComM-Launcher in readme_has_launcher() is the
historical half of a both-slugs test. Renaming it makes it a duplicate
of the line above and sends every port built before the transfer back
to reporting its launcher section missing.
- _LEGACY_LAUNCHER_RE matched "^## RetComM Launcher". A sweep renamed it,
which would have silently stopped it matching every README already out
there; it now accepts both headings.
- The portable-stub lookup gained the pre-rename filenames back as
fallbacks, because old zips stay on the releases page and a rollback
downloads one.
Release assets become Retro-Launcher-* / Retro-Studio-*. That is safe
for installed clients: pick_launcher_asset() gates on *linux*/*windows*/
*macos* plus extension and arch, not on the product name, and the
Windows portable stub is identified by its RCM1 trailer rather than its
filename.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013DpaQqVguHFpBuCmdoFYWY
CI helpers for setup-host releases
Shared scripts and GitHub Actions so every PSXRecomp title uses one standardized release flow.
Start here: ../GAME_PROJECT_SETUP.md
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_setup_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).
Migrating an older title onto this CI shape: Project Studio
(tools/new_project_layout/migrate_project.py apply / gui) emits the same
packager + filled release.yml. Setup-host only — no prebuilt game-C zips.
Manual:
mkdir -p .github/workflows
cp psxrecomp/docs/ci/templates/setup-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/setup-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].
Host-only model / player updates: HOST_ONLY_RELEASES.md
(CI never ships game C; Retro Update reuses codegen-cache for host/UI bumps;
reuse_cached_emitters + ccache speed up release jobs when the psxrecomp pin
is unchanged).
Matrix: ubuntu-24.04 (linux-x64), windows-2022 (windows-x64),
macos-15 (macos-arm64), macos-15-intel (macos-x64).
Release hosts 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/clear_generated.sh |
Clear generated/ for setup-host CI |
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 |
fetch_toolchain.sh |
Download/unpack cmake-clang-v1 (Windows emitter builds; optional embed) |
stage_setup_sdk.sh |
Emitters, OpenBIOS, optional toolchain/, MinGW DLLs |
bundle_mingw_dlls.sh |
Copy imported non-system DLLs next to Windows PEs |
package_setup_host.sh |
Lean setup-host zip (optional --embed-toolchain) |
../cmake/toolchain-mingw-w64.cmake |
Linux→Windows MinGW cross toolchain |
../host/psxrecomp_codegen_host.* |
Portable Generate & rebuild host (via CMake helper) |
templates/game.gitignore |
Suggested gitignore for title repos |
Also use psxrecomp_add_game_runtime(...) in runtime/runtime.cmake for
setup-host / full-game wiring. The CLI (psxrecomp_cli.py) lives in this
submodule — there is no separate psxrecomp-sdk/ overlay.
Composite actions
- uses: ./psxrecomp/.github/actions/build-emitters
# Prefer package_setup_host.sh (allow-no-toolchain by default).
# fetch-toolchain + --embed-toolchain only for offline-first packs.
- uses: ./psxrecomp/.github/actions/stage-setup-sdk
with:
stage: dist/stage-setup-${{ matrix.artifact }}
recompiler-build: build-recompiler
allow-no-toolchain: 'true'
runtime-bin: /mingw64/bin # Windows / MSYS2
Title responsibilities
Keep only this in the game repo:
- Setup-host CMake flags and exe basename
- Thin
codegen_setup.c/.hwithpsx_game_codegen_forward_if_built(scaffold:tools/new_project_layout/templates/codegen_setup.c.in) - 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_setup_release.shwrappingpackage_setup_host.sh - Zip prefix / display name / disc hint in that wrapper
- Release notes / GitHub Release job naming
Release CI configures with -DPSXRECOMP_FORCE_SETUP_HOST=ON,
-DPSXRECOMP_ALLOW_NO_BIOS=ON, and -DPSX_SETUP_WIZARD=ON after
clear_generated.sh. Titles must also set PSX_SETUP_WIZARD /
ENABLE_SETUP_WIZARD in CMakeLists.txt — without the wizard flag the
setup-host zip never opens first-run / Generate & rebuild. The zip ships
emitters + OpenBIOS.toml; end users Generate (OpenBIOS always; SCPH1001 if
they have a dump) via the wizard, then rebuild.
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_setup_host.sh therefore runs tools/ci/sign_windows.sh over the
staged tree before zipping. It signs the host exe, every DLL, and the
emitters (an embedded toolchain/ 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 setup 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.
What signing cannot cover: a setup-host title is rebuilt on the player's machine after Generate. That locally built game exe is a new, unsigned binary and Smart App Control judges it on its own. Signing covers the shipped host/wizard, emitters and DLLs; a machine with Smart App Control On will still refuse the locally built game until the policy is turned off (Windows Security → App & browser control), which is permanent.