docs/SEGMENT_AWARE_CODE.md: - §5.7 gains "Implemented in PR E": capture's per-segment bitmaps and schema v3; compile_overlays.py's segment views (including dispatch-less records and declared demands); the static fragment images; overlay_codegen_config() for config code sites; the cache layout and the S record; the loader's per-segment lookups and counters (unmapped segments included) and the overlay_candidates fields; the full-VA compares; tests. - §3.4, §5.3 and §5.4 point at it. - §7.1 describes the overlay acceptance cases and the overlay-segment-shards guard; the ledger stays at zero gaps. - §7.2 records the probe's new overlay phase against Beetle (both BIOSes, cold, warm and interpreter), the LLE boot after E, and R4's KUSEG and KSEG1 kernel shards with segment_alias_interp at 0 on a warm cache. - §8 E is recorded. AOT_OVERLAY_PLAN (the manifest contract and capture schema), AOT_SHARDING, OVERLAY_CACHE_V2, COMPILING_OVERLAYS (the cache layout) and OVERLAY_XREF (schema v3) follow the design, and MOD_PACKAGES notes that function-entry hooks reach overlay shards of every segment. FAITHFUL_TIMING_PLAN and ACCURACY_BURNDOWN get dated entries: overlay segments are closed, the last masked return compares (the overlay shadow run's) are now exact, mod hooks reach KUSEG/KSEG1 shards, and axis 5 records the probe's BIOS file read taking about half Beetle's cycles (found here, not caused here). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Compiling overlays from overlay_captures.json
For ahead-of-time extraction from original disc files, start with the AOT sharding guide. The compiler accepts disc-derived records as well as runtime captures; a playthrough is not required for supported producers.
Audience: developers preparing a release who want to ship as much native-compiled overlay coverage as possible, plus modders and players who want to pre-build coverage for their own machine.
What
overlay_captures.jsonis. PS1 games stream overlays — chunks of code loaded from disc into RAM at runtime and later overwritten. The static recompiler never saw them at build time, so on first visit they run on the dirty-RAM interpreter (correct, but slower). With[runtime] overlay_cache = true, the runtime records each overlay it sees (bytes + executed PCs) intooverlay_captures.jsonnext to the exe. Compiling that file turns those overlays into native code.⚠️ Privacy:
overlay_captures.jsoncontains snapshots of the game's own code read from your disc. Keep it private — do not post it publicly.
Enriching runtime captures with conservative walk roots
Runtime capture records PCs it dispatched to, not trusted function boundaries: continuations and jump-table cases can be valid dispatch PCs in the middle of a function. For continuation-passing titles, derive portable root evidence from the captured bytes before compiling rather than placing game addresses in TOML:
python psxrecomp/tools/enrich_overlay_captures.py \
--captures <exe-dir>/overlay_captures.json \
--out <exe-dir>/overlay_captures.enriched.json
The tool writes static_discovery_entry_pcs; it never rewrites the
runtime-owned function_entry_pcs. It admits only framed entries plus direct
jal/dense in-image pointer targets that pass the compiler's bounded CFG
proof. compile_overlays.py validates them again, so uncertain data stays
interpreted. Pass the enriched file to compile_overlays.py --captures.
§0 frames the production goal; §1 builds the gcc cache you ship; §2 bakes overlays straight into the executable.
0. The production goal: ship a full gcc cache
A good release ships as many developer-built gcc shards as possible. gcc produces the best-optimized native code, and a shard the developer already built runs at full speed on the player's first visit to that area — no interpreter hitch, no wait for a background compile. So the intended workflow is:
- Play through the game (or the areas you care about) on a dev box with
gcc + Python, with
overlay_cache = true, to accumulateoverlay_captures.jsoncoverage. - Pre-build the gcc cache from it (§1) and ship that
cache/folder in the release.
The runtime auto-compile is a fallback that fills the gaps, not the plan.
With overlay_cache = true, if a player reaches an area your shipped cache
doesn't cover, the runtime compiles it in the background so the next visit is
native. On a dev box that background compile uses gcc; on a player box with no
toolchain, it falls back to the fully self-contained bundle beside the exe
(overlay_toolchain/: embedded Python + TinyCC + the recompiler + this
script + headers). tcc keeps such players from ever being stuck on the
interpreter, but it optimizes worse than gcc — which is exactly why you want the
developer's gcc shards to cover as much as possible up front.
The rest of this doc is how you build that cache (§1) or bake overlays straight into the binary (§2).
1. Build the gcc cache (the shard you ship)
This produces the cache/…/*.dll shards you ship in the release, ready from the
first launch. It's the same cache the runtime would eventually build in the
background — but done up front, with gcc, by you.
python psxrecomp/tools/compile_overlays.py \
--captures <exe-dir>/overlay_captures.json \
--game-toml game.toml \
--recompiler psxrecomp/recompiler/build/psxrecomp-game.exe \
--runtime-include psxrecomp/runtime/include \
--out-dir <exe-dir>/cache \
--gcc C:/msys64/mingw64/bin/gcc.exe \
--cps
Then just launch the game — the loader rescans the cache dir and picks the shards up automatically.
The flags that matter:
| Flag | Why |
|---|---|
--captures |
The overlay_captures.json to read. If the runtime set PSX_OVERLAY_CAPTURES, that wins; for a manual run pass this explicitly. |
--game-toml |
Reads the game id (used in the cache path) and the [widescreen] site lists. |
--recompiler |
psxrecomp-game.exe. Must be built from the same source tree — a stale binary is rejected up front (see "Staleness guard"). |
--runtime-include |
The runtime include/ dir. Supplies the codegen version + hash that namespace the cache. Also supplies the default --project-root. |
--project-root |
The root the recompiler resolves the BIOS profile against. Defaults to the framework root derived from --runtime-include, which is right for every normal invocation — pass it only if that derivation is wrong. See "Packaged configs" below. |
--out-dir |
Cache root. Point it at the cache folder next to the exe. |
--gcc |
Absolute path to your mingw gcc, e.g. C:/msys64/mingw64/bin/gcc.exe. gcc gives the best-optimized shards. |
--cps |
Required so the generated code matches a CPS runtime build. If the runtime is CPS and you omit this, the DLLs misbehave. Match the runtime. |
--compiler tcc |
Use the bundled TinyCC instead of gcc (toolchain-free). tcc shards land in their own tcc/ cache namespace. |
--jobs N |
Parallel workers (default: CPU cores − 2). Regions compile independently, so this is a large speedup on a full capture set. --jobs 1 forces the sequential path. |
--force |
Rebuild shards even if they already exist. Normally the compile is incremental — it skips any DLL already present and any function already covered by an existing shard. |
Where the shards land. The cache is namespaced so different games, compilers, CPU architectures, and codegen versions never mix:
<out-dir>/<game-id>/<gcc|tcc>/<os>-<arch>/cg<N>_<hash>/<phys>_<crc>.dll
<phys>_<crc>.ranges
seg-kuseg/<phys>_<crc>.dll
seg-kseg1/<phys>_<crc>.dll
Overlay code that runs at KUSEG or KSEG1 PCs gets its own shard, compiled for
that segment, in the seg-kuseg/ or seg-kseg1/ subdirectory: a capture
records the segment each entry entered through, and each segment's entries
compile separately (docs/SEGMENT_AWARE_CODE.md §5.7). KSEG0 shards keep the
layout above.
e.g. cache/SLUS-01395/gcc/win-x64/cg7_1a2b3c4d/000E7000_B476006F.dll. The
loader computes the exact same path, so if you build into the right game's cache
folder it just works. (If you build with a recompiler/headers from a different
codegen version, the shards land in a different cg… folder and the current
runtime ignores them — that's the version guard working, not a bug.)
2. Bake overlays into the executable (--static)
This is the literal "compile them along with the executable": instead of per-area DLLs loaded at runtime, every captured overlay is emitted into a single C file that is compiled and linked into the runtime binary.
python psxrecomp/tools/compile_overlays.py \
--static \
--captures <exe-dir>/overlay_captures.json \
--game-toml game.toml \
--recompiler psxrecomp/recompiler/build/psxrecomp-game.exe \
--runtime-include psxrecomp/runtime/include \
--out-dir generated/ \
--gcc C:/msys64/mingw64/bin/gcc.exe \
--cps
Output: generated/overlays_static.c — the auto-generated, content-validated
psx_overlay_dispatch() plus an extern prototype for every compiled entry —
and one translation unit per overlay beside it, overlays_static_0000.c,
overlays_static_0001.c, … (each carries its own #includes and a private
symbol namespace, so it compiles standalone). Point the runtime build at
overlays_static.c (GAME_OVERLAY_STATIC_C in psxrecomp_add_game_runtime);
runtime.cmake globs the sibling parts with CONFIGURE_DEPENDS, so a run that
changes the part count needs no reconfigure. No cache/ folder and no DLL
loading are involved at runtime.
Why split: a whole title's overlays make a single C file of hundreds of MB
(BoF3: 309 MB, 8.6 M lines), which one gcc invocation compiles on one core.
Per-overlay units build across every core, and because the tool only rewrites
a part whose content changed, an incremental rebuild recompiles only the
overlays that changed. --static-single-file restores the monolithic output.
The tool side parallelizes too: --jobs N (default cores−2) runs each
capture's recompile + audit in a process pool and merges results in capture
order, so the emitted C is byte-identical to --jobs 1.
Isolated interior fragments are per (entry, image). After the region
compiles, every captured dispatch_entry_pcs address that no compiled host
serves gets its own isolated dispatch_root shard — one per capture that
observed it, built from that capture's bytes, because the dispatcher's CRC
gate only ever accepts a variant against the bytes it was compiled from. Two
captures of one band that both list an address are two demands. (Keying on
the bare address, as the pass once did, let one occupant's fragment mark the
address served for every occupant of the band, so only one occupant per band
ever got fragments.) The fragment compiles run on the same --jobs pool.
A fragment whose bytes decode as data fails the generated-C audit
deterministically; that verdict is memoized in
<out-dir>/interior_fail_memo.txt (keyed by image bytes, entry, guard,
game.toml, CPS) and counted as skipped — safe coverage loss, since only
the occupant that really ran the address can serve it. --force-interior PC
retries a memoized entry; delete the memo file to retry everything. Only a
non-deterministic failure (recompiler exit, missing output) is a shard
failure.
Trade-off vs. the DLL cache: --static is a fixed snapshot chosen at build
time — it will not grow as the player explores new areas. The DLL cache (§0/§1)
is the mechanism that keeps improving with play. Use --static when you want a
single self-contained binary with a known coverage set baked in; use the DLL
cache for everything else.
From the original disc, on the player's machine. A title whose images are
verified in an aot/overlays.json profile does not need captures:
tools/aot_overlay_pipeline.py static extracts, compiles and audits them from
the disc itself. When the profile declares "static_output": "generated/overlays_static.c", psxrecomp_cli.py generate runs that step for
the player after it writes the game C, and reuses the output when no input
changed. If GAME_OVERLAY_STATIC_C names a file that does not exist while game
C is linked, configure prints a warning. The build is not silently left
without it. See AOT_SHARDING.md → Linking recipes into the
runtime.
Staleness guard (read this if it refuses to run)
The recompiler binary and the codegen source are tied together by a hash.
Before compiling anything, the script runs psxrecomp-game.exe --codegen-hash
and compares it to the hash baked into --runtime-include. If they differ — or
the binary is too old to support the flag — it aborts rather than silently
emitting shards with stale codegen (a real bug class: read-tag matches,
semantics are old). The fix is always the same:
cmake --build psxrecomp/recompiler/build --target psxrecomp-game
Rebuild the recompiler from the current tree, then re-run.
The baked hash lives in runtime/include/overlay_codegen_hash.h, which the
runtime build writes. On a tree whose runtime has never been built it is
absent and the check reads 0. aot_overlay_pipeline.py static writes it first
from the same sources. For a manual run, build the runtime once, or write it
directly:
cmake -DPSXRECOMP_CODEGEN_HASH_ROOT=psxrecomp \
-DOUT=psxrecomp/runtime/include/overlay_codegen_hash.h \
-P psxrecomp/runtime/hash_codegen.cmake
Packaged configs, and FATAL: no BIOS profile found
If every shard fails with
psxrecomp-game: FATAL: no BIOS profile found. Searched '<dir>' for
bios/SCPH1001.toml and <framework>/bios/SCPH1001.toml. ...
then the recompiler could not locate a BIOS profile, and the <dir> in the
message is where it looked. It needs one because the profile supplies the BIOS
address model that codegen folds jump tables through — there are no built-in
windows.
Two things make this easy to hit, and neither is a mistake on your part:
- We spawn the recompiler with
cwd = dirname(game.toml), because the seeds and capture paths in the config are relative to it. You cannot override that cwd from the command line. --ws-configdeliberately does not adopt the config's paths, so a[recompiler] bios_configin yourgame.tomlis not consulted for overlay compiles — only the[widescreen]site lists are.
Together those mean the profile is resolved by probing a directory, and for a
packaged config (packaging/release/game.toml) that directory contains
neither bios/SCPH1001.toml nor a vendored framework one level down. Every
shard then dies and the cache silently fails to build — the run still exits,
so the only symptom is that the game ships with no cache and every player's
first session runs interpreted. This was issue #72.
--project-root is the fix, and it defaults to the framework root derived
from --runtime-include, so a normal invocation needs nothing new. Pass it
explicitly only when that derivation is wrong:
python psxrecomp/tools/compile_overlays.py \
--game-toml packaging/release/game.toml \
--recompiler psxrecomp/recompiler/build/psxrecomp-game.exe \
--runtime-include psxrecomp/runtime/include \
--project-root psxrecomp \
--out-dir <exe-dir>/cache \
--gcc C:/msys64/mingw64/bin/gcc.exe
Building against the packaged game.toml is required, not optional: the
config half of the cache tag is derived from it, so a cache built against the
dev config lands under a different tag and the shipped runtime will not read
it. --project-root is what lets you do that without also having to move the
BIOS profile.
Is the cache actually being USED? Shards on disk prove nothing — the loader
can reject them. tools/stall_report.py answers that, plus interpreter
attribution, in one command against a running title:
py -3 tools/stall_report.py --port <debug port> snap # since boot
py -3 tools/stall_report.py --port <debug port> run --secs 60 # windowed
It is a passive ring consumer: no arming, no pausing, no stepping. It reads
cumulative counters (two snapshots → a window by subtraction) and the always-on
PC-sample ring, so you can attach long after the interesting thing happened.
dispatch_native vs dispatch_interp_fallback is the verdict; the
instructions-per-dispatcher-round-trip ratio tells you whether interpreted code
is chaining locally or thrashing per-block.
Verify, don't assume. Run the preflight and read the result line:
python psxrecomp/tools/compile_overlays.py ... --check
--check builds every shard into a throwaway temp dir, never touches the real
cache, and exits non-zero if any shard that should build fails. Watch for
PSX_SHARD_RESULT ok=N failed=M skipped=K. The runtime also parses that line
out of the provider's output, so autocompile_status reports
shard_ok / shard_fail / shard_skipped over the TCP debug server — a
shard-compile failure is visible in-game, not only in the provider's console.
Quick reference
- I'm shipping a release: play to accumulate coverage, then pre-build the gcc
cache into
<exe>/cacheand ship it — the more you cover, the less the player ever falls back to tcc or the interpreter (§0/§1). - I want the overlays inside the .exe itself:
--static→overlays_static.clinked into the runtime (§2). - What about areas I didn't cover?
overlay_cache = truelets the runtime fill the gaps on the player's box (gcc if present, else bundled tcc) — a fallback, not a substitute for shipping gcc shards (§0). - It won't compile / rejects the recompiler: rebuild
psxrecomp-game(staleness guard). - The shards build but the runtime ignores them: check the
cg<N>_<hash>and<os>-<arch>folder match the runtime you're launching, and that--cpsmatched the runtime build.
Design/rationale for the whole system lives in
internal/overlay-recompilation-design.md and internal/overlay-plan.md;
FEATURES.md is in this folder.