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https://github.com/RetroPortingToolKit/psxrecomp
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b5764b6e9a
All of this existed and was lost to a `git pull --rebase` in this submodule
while uncommitted. Committing so it survives the next one.
Engine:
* pause / continue / step / run_to_frame are real again, debug-server only —
no key, button, or menu reaches them, so a shipped build cannot be frozen.
The wedge that got them removed the first time is fixed: the park loop
keeps calling debug_server_poll() (which delivers `continue` and feeds the
4-second starvation watchdog) and auto-resumes after s_pause_timeout_ms of
client silence, so a debugger that dies cannot take the game with it.
* present_hold_tick() / is_window_repaint_event(): a frame held on screen no
longer rots when another window crosses it. Previously nothing presented
while stalled, so the expose went unanswered and the frame smeared.
Tools:
* psx_gpu_frame.py: frame signatures (compare frames by opcode+blend rather
than by function — a game that DMAs an ordering table reports one submit PC
for every packet, so function attribution has one answer per frame), plus
reading display lists out of guest RAM.
* gpu_display_list.py: walk an ordering table and decode it. Finds the list
by scanning for chained nodes whose payload is a real GP0 command of
exactly the right length. Following DMA ch2's MADR does NOT work: a
finished linked-list transfer leaves the 0xFFFFFF terminator there, which
masks to 0x1FFFFF and looks like a valid address.
* gpu_colour_parity.py: compare vertex-colour distributions across emulators.
Distributions rather than a diff because two emulators cannot be aligned to
the same instant without deterministic replay, and an animating effect
sampled at two phases differs everywhere — which says nothing.
* read_ram is capped at 16 KB/call: the oracle advertises 65536 but replies
over a socket that truncates it, and the read then hangs. Measured.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>