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psxrecomp/docs/PARITY_CAMPAIGN.md
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PlayStation enhancement parity

Owner-approved scope, 2026-10-06. Tracking: beads-eio.3.277; shared execution work: beads-wuhs. Implementation is in progress. Source presence, a successful build, a short gameplay check, and owner acceptance are distinct milestones.

First review pass

Owner steering after the status check: prioritize runnable candidates and human validation. Use build/configuration checks and focused tests for risky changes; defer broad automated gameplay and performance matrices until owner feedback. Windows review candidates come first in the build queue, with native Linux artifacts following. Missing enhancements and known defects stay explicit.

For each candidate, provide its launcher/path and this short playtest checklist:

  1. Launch, start/load, and play for a few minutes.
  2. Check ordinary and ultrawide aspect settings: scene edges, HUD and dialogue.
  3. Move the camera: look for jitter, seams, missing geometry and bad textures.
  4. Pause/resume, change areas and revisit; note stalls and load times.
  5. Check audio and existing multiplayer where applicable.

The shared guarded HUD anchor now also supports projection-and-stretch mode. Title code identifies completed screen-space packets; a common edge/centre anchor can span separate DMA lists. Native-wide translation, packet guards, expiry and native 4:3 behavior remain covered by focused execution fixtures. This addresses the mechanism behind Ape's separate Status backing/text batches; the current title follows padded packet chains and repeatedly anchors its backing with the labels. Broader visual review remains open. Tracking: beads-eio.3.125 and beads-uutk.

Acceptance target

  • Enhanced OpenGL is the normal renderer, with 1080p internal resolution.
  • Native scene interpolation targets Display refresh. Temporal image blending alone does not meet this requirement. HUD, FMV, menus, pauses and transitions need appropriate presentation behavior without advancing gameplay twice.
  • PGXP, stable world texture filtering and perspective correction apply where useful. Preserve pixel-art/UI treatment and fix seams, jitter and texel bleed.
  • Adaptive view covers 4:3 through at least 32:9: world geometry, culling and activation, backgrounds, textures and HUD layout. Wider displays may stretch.
  • Extend distance/fog and replace unnecessary subdivision when applicable; preserve visible content and required game behavior.
  • Use resident assets, native decompression and bulk transfers where measured loads justify them. Initial startup, transitions and repeat visits all count.
  • Qualified HLE is selected in normal builds; a functioning LLE reference is separately buildable. Compare required ABI/results/effects, and measure useful speed. See HLE_EXECUTION.md.
  • Preserve and validate existing multiplayer enhancements. Do not add multiplayer to single-player titles as part of this campaign.
  • Deliver reproducible Windows ZIP and Linux AppImage candidates for the primary disc variant. Other variants are explicit follow-up work.
  • Owner playtesting supplies final acceptance. No title is marked complete merely because its settings expose these options.

Current Windows review readiness, 2026-10-07

All 15 titles have executable-bound local Windows review launchers in F:/Projects/psxrecomp/parity-review-20261006. REVIEW.txt is the current owner checklist; receipts/review-readiness.json records the exact binary identities, media/BIOS path checks and staged frame-rate defaults. These milestones do not establish full feature parity or final gameplay/performance acceptance.

Latest owner policy: keep native interpolation default on, except Ape Escape. The earlier default-off preference was withdrawn. Tomba 1/2, MMX4/5, Tsumu and V8 catalogs now default their native feature on; other current candidates already do. Ape Escape is owner-approved with interpolation off and hidden after the owner A/B review found the choppiness disappears with it disabled. Its package is absent from the shipped catalog and retained only under mods/development. The other 14 review presets enable available visual/loading enhancements and Display-refresh interpolation; all 14 launcher menus were requested open together. Actual gameplay remains one title at a time. GAME-PATHS.txt lists every exact executable, and previous review settings are backed up.

The owner suspects background system contention/long uptime and will perform final review after restarting. Further performance comparisons on this session are deferred. Human-review launchers set PSX_RENDER_PASS_VERIFY=0 and PSX_GL_PERF=0, restoring their parent environment. Jersey already compiles GPU diagnostics out. Synchronous GPU profiling is an additional possible source of measurement overhead, not an established cause of the reported hitching.

Title Current first-review milestone Main remaining gaps
Tomba! Actual actor/camera replay, 1080p, resident kit and recent Any% FMV work; bounded native state checks pass Exact native candidate owner approval; combined 0.17.0-alpha minor release, broader view/load/package review
Tomba! 2 USA actual native replay; short moving-scene state checks pass; resident loading retained Full 32:9, stable filtering, broad view/load coverage; Italian variant later
MMX4 Actual native scene replay; moving attract check passes; fresh historical BIOS capture Broader view/overlay coverage, loading HLE
MMX5 Actual native scene replay; moving attract check passes; original-disc AOT Broader view, full 32:9, loading HLE
MMX6 Native replay/resident candidate includes current widescreen PR543 / 458e6ece Current combined-build owner gameplay/load/audio review
Ape Escape Owner-approved with interpolation off and hidden; reviewed binary unchanged, other enhancements retained Final packages; independent GitHub #18 and expanded streaming/activation remain separately tracked
Vigilante 8 Title 95fa269 native fix, framework 4b754210; main-thread replay and allocated terrain packet support; Sand Factory correctness check passes Occasional taxing-scene hiccups; earlier slot01 unlocated; load gain not established; partial AOT
V8 2nd Offense Built native replay/resident candidate and fresh captures Broader distance/subdivision/performance/load review
Tsumu OpenGL/1080p, PGXP/filtering and actual native first-puzzle replay; localization retained 4:3 only, loading HLE and broader coverage
THPS2 Built native replay/distance candidate and fresh historical captures Wider visibility, loading and existing multiplayer review
Jersey Devil Built native replay/renderer candidate, 13 native pairs Wider view/scene/load review; loading HLE absent
Spider-Man Built native replay/PGXP candidate, fresh historical shards Broad view/scene/load review; loading HLE absent
Spider-Man 2 Native packed-vertex HLE and bounded rooftop replay; persistent local review candidate Broader levels, load coverage and display-refresh cadence
MediEvil Built native replay/PGXP/filtering/distance/subdivision candidate, static original-disc AOT Resident-loading adapter and broad gameplay/view review
MediEvil II Built native fidelity/resident PP20/level candidate, static original-disc AOT Broad combined-build gameplay/view/load review

Shared 77f3a909 retains the shown generation plus two pending generations under the existing total 256 MiB image budget. Ape's old single-pending path accepted 340 phases but presented only 24 native images in a six-second sample; the queue fix presented 491 native images / 502 swaps at about 59.4 guest Hz. Those presentation counts include reused phases; they are not unique-frame FPS or proof of 165 Hz delivery. Separate exact rollback checks and focused LLE/HLE command/provenance fixtures pass. Owner cadence review remains necessary.

V8's main-thread binding initially refused its extended terrain packets because the shared OT parser only accepted main RAM. 4b754210 accepts complete allocated GPU-DMA aperture ranges while retaining malformed-packet, allocation-end and BIOS guards. The mixed RAM/aperture fixture and 13-pass live exact state check pass. Separate short redraw/feature-off samples are diagnostic evidence only; they do not locate or resolve the earlier owner slideshow checkpoint.

Windows review readiness, final owner acceptance, missing features and native Linux/final release packaging remain separate. Nothing has been published.

Historical starting inventory and remaining work

This records implementation evidence found during the initial repository audit, not full-game qualification. Framework baseline is 7b253941 (CODEGEN 18).

Title Existing evidence / starting point Work still to qualify
Tomba! 3c8d36e; custom native renderer, shared resident kit Native interpolation replacing blending, broad resident coverage, full adaptive view and packages
Tomba! 2 5fc54c8; shared seamless USA loading Native interpolation replacing blending, view/residency coverage and packages; Italian variant later
Mega Man X4 51f5f44; earlier widescreen/blending Native interpolation, current renderer/filtering, load path and view coverage
Mega Man X5 c8fde08; earlier widescreen/blending Native interpolation, current renderer/filtering, load path and view coverage
Mega Man X6 master 3b4b5dd; native interpolation; resident/mod branch 3bf0205 Integrate resident work with current framework; all applicable defaults, views and packages
Ape Escape release a8e219a; native interpolation, private native packet producer Shared build-selected HLE, gameplay interpolation qualification, startup/load service and packages
Vigilante 8 fidelity/packaging checkpoint 3591161; OpenBIOS Ski Resort gameplay, adaptive 4:3–32:9, PGXP, 1080p and stable filtering checked Native interpolation, shader batching performance, load throughput, Linux package and broader gameplay; donor content excluded
Vigilante 8: 2nd Offense e1133d10; native replay, PGXP, filtering, resident load-floor improvement (~307 to 45 frames in one case) Backgrounds, subdivision/distance and remaining performance cases; full validation
Tsumu 9fa07da; English localization, older software/4:3 baseline Applicable enhanced rendering, presentation, adaptive view and load audit
Tony Hawk's Pro Skater 2 6890a0da; native replay, extended distance, existing multiplayer Wider visibility and distance limits, single/split/network play checks, load audit
Jersey Devil a3958a3; native replay across banks Full visual/view/residency matrix and current candidate packages
Spider-Man 66412b4; native replay and PGXP Full view/texture/load coverage and current candidate packages
Spider-Man 2 60c8e80; PGXP, motion-adaptive image blending Native interpolation under implementation, then view/load and package qualification
MediEvil enhancement branch 84202de; native replay, PGXP, filtering, 3x distance, subdivision bypass Resident loading adapter, full view and gameplay coverage, packages
MediEvil II master 6816fc0; quality reference 32ea083; 5x/1080p, resident PP20/levels Preserve reference features and validate full game; one measured load improved 8.30 to 1.38 seconds

Vigilante 8 content parking

The owner abandoned cross-game assets. These local branches retain that work:

Branch Preserved checkpoint
archive/v8-v10-content-20261006 8a68555
archive/v8-n64-arena-20261006 ea3a006
archive/v8-renderer-and-media-20261006 8169c75

The earlier sequel archive at f3e4ab1 is also retained. The active feat/v8-fidelity-parity-20261006 branch removes donor importers and converter tests. Fidelity, rendering performance and loading speed are its only focus.

Shared work and validation receipts

The framework now has build-selected implementation families, implementation manifests, snapshot/network execution compatibility, and a stateless native GTE entry for bulk services. It is not a measured speedup by itself. Ape's packet producer is the first integration consumer.

The initial six targeted CTests pass: execution profile linking and source identity, reference/enhanced GTE contracts, reference/enhanced snapshot handoff and atomic rejection, and network content gating. Production main/GTE/snapshot translation units compile, including production netplay with networking enabled. Ape, Spider-Man 2 and Vigilante 8 Windows runtime candidates have linked; useful title HLE performance comparisons are still required.

Baseline framework tests also exposed three existing stale fixtures: gl_texture_filter_test, gpu_gp0_history_guard_test, and savestate_status_protocol_test. Their wiring is repaired and all three now pass, including the hidden real OpenGL filtering probe. A complete suite run against the new worktree remains outstanding.

Execution and promotion

The original plan used bounded title workers; the current owner instructions require solo work and no worker resumes or delegation. Shared changes remain coordinator-owned. At most two compile jobs and one owned game process run at a time; validation uses isolated saves and ports. Preserve personal sessions and saves.

For each title record disc identity, framework/game revisions, actual applied features, rejected cases, screenshots and gameplay paths, load/frame metrics, build profile and manifest, package hashes, and owner feedback. Shared mechanisms belong in psxrecomp; disc addresses and asset contracts belong in the game. A missing or inapplicable feature needs an explicit reason.

Candidate branches and local commits are authorized. Public source pushes, merges and releases are not part of the current authorization. Beads stays open through owner acceptance. The central Dolt remote currently fails to push due to a missing remote data ref; local issue updates remain durable.

Use tools/qualify_render_passes.py during a known playable scene, with replay verification enabled. It records before/after counters, the supplied executable hash and its execution manifest. Zero replay, image blending, disabled replay, counter resets or verification failures cannot produce a passing sample. This is one evidence window; visual coverage, load speed and owner acceptance remain separate checks. Use tools/load_probe.py for passive load-window measurements.

Run correctness and performance windows separately. PSX_RENDER_PASS_VERIFY=1 adds synchronous GPU readbacks plus state hashing. After recording correctness, relaunch without it and use --purpose performance. The tool rejects a performance sample with active verification. Spider-Man 2's initial verified replay took 28-35 ms; verification off measured 19.531 ms, of which 19.176 ms was guest draw. That evidence points to title geometry processing rather than shared GPU checkpoint/capture as the remaining throughput bottleneck.

The shared presenter now honors HOLD for native phase generations instead of crossfading neighboring phase images. Phase selection tests and the real OpenGL probe pass, including red/blue native images that must stay distinct under HOLD while explicit blend mode still mixes them. Title requalification on this correction remains required.

The expanded GL probe now passes 509 checks. Shared commit 7c9e13ec carries nearest/bilinear/stable selection per primitive, preserving sharp untracked UI while batching filtered world geometry. Across all three texture depths, native and 5x rendering and native-wide margins match the original filter-boundary submission exactly. Its opaque fixture goes from eight batches to one; mask checking stays at eight and semitransparency at nine. Vigilante 8's measured filter-transition pressure motivated this work; game speed is still being compared on an isolated shader-only framework checkout.

The campaign framework includes these shared checkpoints:

  • 8fe08921: pre-materialized generated reference bodies build through include wrappers, avoiding duplicate Ninja rules without maintaining copied LLE code. The profile fixture checks both profiles, source-specific flags, local includes, automatic changed-body identity and relocation.
  • 88730937: render replay refuses SIO/CD/MDEC/SPU MMIO reads before their uncheckpointed side effects and suppresses I_STAT's SIO tick. The real transaction fixture verifies rollback/recovery; production memory, replay and debug translation units compile. This is separate from correcting Ape's unsuitable broad draw boundary, which reached a real CD command/poll loop.
  • 04f871f0: generation- and address-guarded packet precision capture/restore, including derived coordinate flags, projection and absent shadows. The new fixture and existing PGXP suite pass. Ape's smaller draw span uses this to preserve recorded prefix/tail packets only when packet ownership and link layout remain compatible; that title candidate still needs gameplay checks.

Vigilante 8's earlier Windows candidate was staged twice byte-identically: Vigilante8PSXRecomp-qualified-candidate-windows-x64.zip, SHA-256 060d8ef2195ca43162564870675b6b15ef2e49147d758e7cebf228cb62b08558. It excludes retail disc/BIOS and player saves, retains audited native AOT pairs, and passes execution identity/catalog/ZIP checks. It predates the shader batching comparison and is not final parity acceptance. No Linux candidate or measured V8 load-speed gain is claimed.

The shader-only V8 comparison did eliminate filter-change splits and reduced CPU flush time, but it did not establish a GPU/FPS improvement. Even the first window's similar primitive counts hid different textured fractions; later windows and camera images diverged. Host precision/mod-renderer state around the saved checkpoint needs investigation. The earlier b0/d8 title candidate remains qualified, with the 7c executable and observations retained separately. The subsequent fixed-work renderer probe establishes the batching mechanism's benefit, but does not replace a comparable title performance sample.

The probe compiled the exact b0 and 7c renderer sources at O3 and interleaved baseline/candidate/candidate/baseline runs on an RTX 3080 Ti. Each scenario draws the same 800 textured triangles at 5x with 32:9 margins, with 32 warm-up and 64 timed frames. GPU queries exclude shader compilation; canonical and wide output hashes match in every run. No game or compiler was active; the receipt also records background host activity.

Fixed workload Baseline GPU ms Batched GPU ms Batches before / after
All tracked stable filtering 0.491272 0.505192 1 / 1
Stable world plus 20% untracked nearest 10.165968 0.423384 320 / 1
Alternating nearest, bilinear and stable 24.188984 0.359664 800 / 1
All stable with mask checking 0.895328 0.929272 1 / 1

These synthetic medians show large savings when filter changes split otherwise compatible work, with small costs for homogeneous work. They do not establish V8 FPS or negate its unmatched gameplay samples. Reproduction inputs and receipts are private under _build-parity-render-perf-20261006/: prepare_filter_benchmark.py, run_filter_benchmark.py, and filter-fixed-work/{comparison,host-inventory}.json.

Packet precision now also has an explicit relocation operation, pgxp_restore_relocated_word_shadow. It retains checkpoint-entry generation and packed-value validation, preserves projection/derived flags, journals the destination, and leaves the source unchanged. An absent receipt clears the destination's shadow. The same-address API stays strict. The caller must own and validate both packet ranges and the relocation mapping, write the guest word and supply its current value; this service never reads device memory. Focused relocation/rollback cases and the existing PGXP suite pass (2/2). Ape needs this because real clipping changes core packet counts: its captured tail has 25 packets and two ordering-table head insertions. Relocation does not by itself qualify that game's interpolation.

Shared regular-file identity hashing now uses Windows BCrypt or available Linux OpenSSL, with the portable SHA-256 implementation as fallback. Failed native initialization, update or finalization restarts the entire file; I/O failure leaves the caller's digest untouched. The existing C SHA context and CHD decoded-sector fingerprint path are unchanged. This host utility preserves exact identity in both execution profiles; it is not a guest HLE selection or a shortcut that skips content verification.

The Windows native/portable suites, mod runtime, resident-loading and PGXP session CTests pass (5/5). Linux OpenSSL and portable builds pass 68 and 67 checks respectively, including Unicode paths, SHA block/read-chunk boundaries, known vectors, partially consumed native failures and unreadable inputs. An isolated interleaved six-sample Windows measurement on V8's 257,200,608-byte data track matches Python's SHA-256 in every sample: portable median 0.656533 s, native median 0.130985 s (5.012x for hashing). Receipts are private under _build-parity-render-perf-20261006/{validate_hash,linux-hash-validation,benchmark_hash}.json. This saves about half a second for that operation, not the entire multi-second launch delay observed on the busy host. Overall startup still needs attribution.

Historical title preparation milestones

Tomba! source preparation is local commit a46ca8ab on feat/tomba1-parity-hle-20261006, retaining the newer resident kit at 3c8d36e. It adds ENHANCED/REFERENCE resident selection, bounded queue telemetry, OpenGL/1080p defaults and executable-bound staging. Metadata and six decoder tests pass. The existing presentation still blends images; native interpolation, current-build loader contracts, view coverage and both platform packages remain outstanding. Its docs/PARITY_HLE.md records the actual loader/draw candidates and capture route.

Mega Man X6 source preparation is local commit 5c991f60 on campaign/mmx6-parity-hle-20261006, retaining resident/native-rendering base 3bf0205. It adds ENHANCED/REFERENCE resident selection, 1080p and display-refresh interpolation defaults, and final-byte package binding. Three configuration tests and script syntax checks pass. Its archives are uncompressed; the native work accelerates loading rather than decompression. Historical native interpolation and adaptive 32:9 evidence were separate: combined current-build coverage, actual caller results, audio/transitions, fresh AOT and Windows/Linux artifacts still need qualification. See the title's docs/PARITY_QUALIFICATION.md and BLOCKING_LOADER_CONTRACT.md.