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psxrecomp/docs/BUILDING.md
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Building PSXRecomp

PSXRecomp builds natively on Windows (MSVC or MinGW/MSYS2), macOS (Apple Silicon & Intel), and Linux. There are two things you can build:

  • the framework itself (this repo) — a BIOS-only runtime plus the recompiler tool; useful for BIOS work and as the thing game repos link against;
  • a game — done from that game's own repository, which links this framework in as a submodule (see Linking the framework).

For the retail SCPH1001.BIN BIOS you supply your own dump; the MIT-licensed OpenBIOS alternative is bundled (bios/openbios.bin, see Regenerating BIOS backends). For a game you always supply your own legally-obtained disc image — this project ships no game data.

Toolchain requirements

  • A C/C++ toolchain:
    • Windows: MSYS2 MinGW-w64 (mingw-w64-x86_64 toolchain) or MSVC.
    • macOS: Apple Clang (Xcode command-line tools).
    • Linux: GCC or Clang.
  • CMake ≥ 3.20. On macOS/Linux also Ninja and pkg-config.
  • Language standards used: recompiler is C++20; runtime is C99 + C++17.
  • ccache is auto-detected and used if present (optional, speeds rebuilds).

Dependencies

Dependency How it's provided Used for
SDL2 System. Windows/MSVC: prebuilt pack auto-found at ../sdl2-msvc/SDL2-*. Windows/MinGW + macOS + Linux: found via pkg-config. Window, input, GL/Vulkan context, audio, threads
fmt 9.1.0 vendored recompiler/lib/fmt String formatting (runtime uses it header-only)
toml11 vendored recompiler/lib/toml11 Parsing game.toml / configs
ELFIO vendored recompiler/lib/ELFIO ELF parsing (recompiler only)
rabbitizer vendored recompiler/lib/rabbitizer MIPS instruction decoding (recompiler only)
TinyCC (TCC) 0.9.27 Not in this repo — downloaded at release-packaging time and bundled beside the game exe in overlay_toolchain/. Toolchain-free overlay compilation for players (run as a subprocess)
Python 3 System (development) or an embedded copy bundled in releases Runs tools/compile_overlays.py in the overlay pipeline
OpenGL System (opengl32 on Windows; find_package(OpenGL) elsewhere) The GL renderer
Vulkan Headers only, optional, off by default (PSX_ENABLE_VULKAN=OFF); loaded dynamically via SDL. Shader compilation needs glslc from the Vulkan SDK. The experimental Vulkan renderer

Developers building overlays locally just need gcc on PATH (the gcc tier); the bundled tcc matters only for end-user release packages.

Get the source

This repository has no required git submodules:

git clone https://github.com/mstan/psxrecomp.git

Per-platform prerequisites

Windows (MSYS2/MinGW — recommended for release parity):

# In an MSYS2 MinGW64 shell:
pacman -S --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-cmake \
                   mingw-w64-x86_64-ninja mingw-w64-x86_64-SDL2 mingw-w64-x86_64-ccache

macOS:

brew install sdl2 pkg-config ninja cmake

Linux (Debian/Ubuntu):

sudo apt install build-essential cmake ninja-build pkg-config libsdl2-dev

Build the framework

Two CMake trees: the recompiler (a tool) and the runtime (the engine).

# 1. Recompiler tool → produces psxrecomp-bios and psxrecomp-game
cmake -S recompiler -B recompiler/build -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build recompiler/build

# 2. (Optional) regenerate either statically recompiled BIOS backend.
#    OpenBIOS can always be regenerated from the tracked image. Regenerating
#    the retail backend requires your own bios/SCPH1001.BIN dump.
bash tools/regen_bios.sh --config bios/OpenBIOS.toml
bash tools/regen_bios.sh --config bios/SCPH1001.toml

# 3. Runtime → produces psx-runtime (BIOS-only for this repo)
cmake -S runtime -B runtime/build -G Ninja -DCMAKE_BUILD_TYPE=Release \
      -DPSX_RECOMP_UI=OFF
cmake --build runtime/build --target psx-runtime

On Linux/macOS, tools/setup_dev.sh performs the same source-checkout setup:

sh tools/setup_dev.sh

It checks for the native toolchain and SDL2 development package, builds the CLI and recompiler tools, refreshes generated BIOS C when bios/SCPH1001.BIN is present, and builds the BIOS-only runtime when BIOS/generated sources are available. It does not create per-game runtime targets; use the CLI generator for game projects.

On Windows with MSVC or plain MinGW makefiles, swap -G Ninja for your generator (e.g. -G "Unix Makefiles"); everything else is identical.

Build type matters. With no -DCMAKE_BUILD_TYPE, the framework defaults to Release (optimized). The huge generated C compiles unusably slowly at -O0, so never build it debug-by-accident. Use -DCMAKE_BUILD_TYPE=RelWithDebInfo when you need symbols. Release turns the debug TCP server off; RelWithDebInfo and Debug turn it on (PSX_DEBUG_TOOLS).

Useful CMake options

Option Default Effect
PSX_DEBUG_TOOLS ON for Debug/RelWithDebInfo, OFF for Release TCP debug server + heartbeat + per-block recording
PSX_STATIC_RUNTIME ON for MinGW Release Self-contained exe (statically links SDL2 + libgcc/libstdc++)
PSX_RECOMP_UI ON Wire a downstream game's pinned recomp-ui launcher; set OFF for headless/generated builds
PSX_ENABLE_VULKAN OFF Build the experimental Vulkan renderer
PSX_BUILD_COSIM OFF Build the first-divergence co-sim oracle target

Build and run a game

From the game's repository (not this one). Each game repo links this framework in and provides its own game.toml, seeds, and generated C. Example for TombaRecomp:

# Extract the game's PS-X EXE from your disc (helper included in the game repo):
python3 tools/extract_psx_exe.py tomba/tomba.bin SCUS_942.36 tomba/SCUS_942.36

# Regenerate the game's C from the disc/EXE. The framework is a submodule at
# psxrecomp/ inside the game repo, so build its recompiler once, then run it.
# (Game repos also ship tools/regen.sh (macOS/Linux) / tools/regen.ps1 (Windows)
# that wrap this command.)
cmake -S psxrecomp/recompiler -B psxrecomp/recompiler/build -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build psxrecomp/recompiler/build
psxrecomp/recompiler/build/psxrecomp-game --config game.toml

# Configure + build the game runtime:
cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build --target psx-runtime
./build/psx-runtime --game game.toml --disc tomba/tomba.cue

Linking the framework

Game repositories do not vendor the framework. They reference it as a git submodule at path psxrecomp/, which the game's CMakeLists.txt points PSXRECOMP_ROOT at:

set(PSXRECOMP_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/psxrecomp" CACHE PATH "Path to psxrecomp")
include("${PSXRECOMP_ROOT}/runtime/runtime.cmake")

A fresh clone of a game repo gets the framework automatically:

git clone --recurse-submodules https://github.com/mstan/TombaRecomp.git

Local dev tip — share one framework checkout across games. If you work on several game repos plus the framework at once, you don't want N multi-GB copies. Replace each game's psxrecomp/ submodule working directory with a junction / symlink to a single shared framework checkout:

# Windows (junction):
cmd /c mklink /J psxrecomp F:\path\to\shared\psxrecomp
# macOS / Linux (symlink):
ln -s /path/to/shared/psxrecomp psxrecomp

Git treats the link's target as the submodule working tree, so git submodule status stays clean as long as the shared checkout is at the commit the game pins. Bump a game to a newer framework by checking out the new commit in the shared repo and committing the updated submodule pointer in the game repo. This is the setup the game repos are configured for.

Troubleshooting

MinGW: Error: too many sections / a *.c.o (or .obj) fails to assemble. Windows COFF object files have a 32,768-section limit; very large translation units (the generated game C, and debug_server.c in debug-info builds) can exceed it on older binutils. The fix is to assemble those units as big objects: add -Wa,-mbig-obj to their compile options (recent binutils, ≥ ~2.40, handle these files without it). If you hit this on a framework source file, please open an issue with your gcc -v / as --version — the build should apply the flag for you.

SDL2 MSVC dev package not found. The MSVC build expects the prebuilt SDL2 pack beside the repo at ../sdl2-msvc/SDL2-*. Use the MSYS2/MinGW toolchain (which finds SDL2 via pkg-config) or place the pack there.

Overlays never compile / stay slow. In development you need gcc on PATH for the gcc tier; otherwise areas stay in the interpreter. See EXECUTION_MODEL.md.

Regenerating BIOS backends

Every normal runtime links both statically recompiled BIOS backends. OpenBIOS symbols and retail SCPH-1001 symbols are namespaced so they coexist in one executable; the active backend is selected at launch:

# OpenBIOS (tracked and redistributable)
tools/regen_bios.sh --config bios/OpenBIOS.toml

# Retail SCPH-1001 (requires your own local dump)
tools/regen_bios.sh --config bios/SCPH1001.toml

PSXRECOMP_BIOS_STEMS defaults to OpenBIOS;SCPH1001. The runtime build automatically stages bios/openbios.bin and bios/OpenBIOS.LICENSE beside every native executable. A release packager must copy that bios/ directory unchanged.

At runtime, no explicit player choice means OpenBIOS. A retail BIOS selected with the launcher, settings.toml, or --bios wins after its exact identity is verified. [runtime] openbios = false is reserved for a title with a verified OpenBIOS incompatibility. See BIOS_SELECTION.md.

OpenBIOS seeds come from its ELF symbol tables (no Ghidra pass needed): see the pin + regeneration recipe in bios/OpenBIOS.toml.