STUBS_TO_FIX.md lists MDEC, SPU, and DMA channel stubs that must be implemented before loading any game. Rule 17 makes this a hard gate so the stubs can't be forgotten under schedule pressure. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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PSXRecomp v4 — Rules
This file is the constitution for v4. Read it at the start of every session before doing any work.
0. The architecture is locked
v4 implements Architecture A: static MIPS-to-C recompilation of
bios/SCPH1001.BIN, producing native C that links into the runtime as
real compiled functions.
There is no MIPS interpreter in v4 for the BIOS path. Not as a fallback. Not as a "temporary" measure. Not for "code we couldn't recompile yet". If a BIOS function cannot be recompiled, the recompiler is wrong and must be fixed. The interpreter does not exist. Do not write one.
There is no HLE BIOS layer in v4. No bios.c with case branches
intercepting A0/B0/C0 vectors. No C reimplementations of OpenEvent or
StartCard or alloc_kernel_memory. The BIOS IS the recompiled C
output of SCPH1001.BIN. If a BIOS routine misbehaves, the answer is
to fix the recompiler or fix the hardware simulation it touches via
MMIO — never to write a C "shim" that produces the answer the BIOS
would have produced.
There are no stubs. A function is either fully implemented or it
aborts with a fatal error. return 0;, return 1;, cpu->v0 = 1; return; are all stubs. // TODO, // FIXME, // for now are all
stubs. Hand-delivering an event because the chain handler isn't
installed is a stub wearing a costume and is the worst kind because it
hides the missing integration.
If you find yourself wanting to violate any of the above three paragraphs, stop and re-read PLAN.md. Every prior attempt failed by violating exactly these rules under pressure.
1. The BIOS is recompilation target #1, the game is target #2
Phase 1-3 of PLAN.md exist to get the BIOS recompiled and booting on its own. The BIOS must reach the Sony logo and the BIOS shell, running entirely as native C, before any game work begins. There is no path that loads a game EXE before the BIOS is fully working in v4. Do not load a game ISO. Do not load a game EXE. Tomba does not exist in v4 until Phase 5.
If you find yourself needing to load a game to "test something", whatever you're testing belongs to a phase that hasn't started yet.
2. DuckStation is the oracle, always
Truth comes from two sources:
- Ghidra for what the BIOS code is supposed to do (static analysis
of
SCPH1001.BINloaded at0xBFC00000) - DuckStation at
F:/Projects/psxrecomp-v4/duckstation/build/bin/duckstation-qt.exefor what real PS1 hardware does at runtime (dynamic oracle). Theduckstation/directory is a git submodule pinned at upstreamstenzek/duckstationcommitffb33c281(release-20260328 era). Our PSXRecomp TCP debug server patch lives attools/duckstation/psxrecomp_oracle.patchand auto-applies viatools/duckstation/setup.sh. Never commit changes into the submodule — edit files freely for local experimentation, then regenerate the patch withgit -C duckstation diff <base> > tools/duckstation/psxrecomp_oracle.patch
Use both, never just one. Don't guess. Don't say "probably". If you cannot answer a question from Ghidra or DuckStation, the answer is "I don't know yet" — not a confident guess.
3. No printf debugging. No log files. Ever.
If you need to inspect runtime state, build a TCP debug server
command for it. The v3 build accumulated 555 GB of boot_trace*.log
and card_test*.log files because previous sessions used fprintf for
"just this one thing". The rule is absolute: no fprintf(stderr, ...)
in source code, ever, for any reason.
When the v4 runtime is built (Phase 2+), it will have a TCP debug server on a fresh port. All inspection goes through that.
4. Never modify generated code
The output of the recompiler — files in recompiler/output/ or
generated/SCPH1001_full.c etc. — is a build artifact. If the
generated code is wrong, the fix is in the recompiler source
(recompiler/src/code_generator.cpp and friends), not in the
generated file.
This is the same rule as v3 had, and it stays.
5. Don't accept partial milestones
Phase completion requires the user-visible end state, not "I think it should work now". Phase 3 is "Sony logo displays on screen". Not "the recompiler emitted code that probably draws the logo". Not "the GPU command stream looks right in the debug server". The pixels appear on screen, or the phase is not done.
This was the v3 failure mode: declaring "memory card screen freeze RESOLVED" when in fact the screen had been unlocked by hand-delivering a fake event. The fake delivery was not progress, it was theater.
6. Session start checklist
At the start of every session, before any code change:
- Read this file (CLAUDE.md).
- Read PLAN.md to confirm what phase we are in and what the next concrete milestone is.
- Verify Ghidra MCP is reachable. If not, stop and ask.
- Verify DuckStation builds and launches with
-bios. If not, stop and ask. - State out loud: "Architecture A is locked. No interpreter. No HLE. No stubs. BIOS first. Game never until Phase 5."
If any of these fail, do not proceed with the user's task — surface the failure first.
7. Salvage from v3 — what's allowed and what's not
The recompiler in recompiler/ was salvaged from v3 because the
core MIPS-to-C translator pieces (basic_block.cpp, control_flow.cpp,
function_analysis.cpp, mips_decoder.cpp, code_generator.cpp)
operate on raw MIPS bytes and have nothing wrong with them. They just
need a new entry point that ingests a flat ROM at 0xBFC00000 instead
of a PS-X EXE-headered file, plus extensions to code_generator.cpp
to handle COP0 kernel-mode instructions the BIOS uses.
The runner from v3 was not salvaged. Specifically:
bios.c(1808 LOC HLE shims) — discardedinterpreter.c(919 LOC MIPS interpreter) — discardedevents.c,threads.c— discarded (recompiled BIOS manages its own EvCB/TCB)bios_trace.c,func_logger.c— discarded (interpreter-era helpers)main_runner.cpp— discarded (drove the interpreter)
The hardware simulation files from v3 (memory.c, gpu.c,
gpu_sw_renderer.c, dma.c, interrupts.c, timers.c, sio.c,
memcard.c, cdrom.c, iso_reader.cpp, gte.cpp, spu.c,
debug_server.c) are eligible for salvage in Phase 2 when v4
needs them, but they will be copied in one at a time, audited for
HLE-state-leakage and stub patterns first, and only the parts that are
hardware simulation (not BIOS state simulation) are kept.
Do not bulk-copy psxrecomp/runner/src/ from v3. Doing so will
re-import the disease.
8. Reference the right project for examples
PSXRecomp v4 is a sibling project to:
- N64Recomp (RT64 team) — proven static recompilation model for N64
- SuperMarioWorldRecomp (
F:/Projects/SuperMarioWorldRecomp/) — sibling SNES recomp - SuperMarioWorldRecomp-oracle (
F:/Projects/SuperMarioWorldRecomp-oracle/) - NESRecomp — referenced in v3's debug_server.c comments
When you need to know "how does a recomp project handle X?", read those
projects. Do not look at v1 (F:/Projects/psxrecomp/) or v2
(F:/Projects/psxrecomp-v2/) or v3 (F:/Projects/psxrecomp-projects-v3/)
for architectural guidance. They are reference for what failed, not
what worked.
9. Memory and prior session context
Auto-memory continues to work across sessions. Existing v3-era memories about printf rules, no-stubs, BIOS-first, DuckStation oracle, etc. all still apply. New v4-specific memories should be tagged so future sessions can tell them apart from v3 memories. The most important new memory is: "v3 failed because it was an interpreter+HLE emulator masquerading as a recompiler. v4 fixes this by ACTUALLY recompiling the BIOS."
10. No speculative progress
If a step involves:
- indirect jumps
- relocation
- hardware interaction
You MUST produce:
- manifest
- proof artifact
Code without proof is invalid.
11. First milestone is absolute
Before any Phase 2 work:
- FIRST_MILESTONE.md must be complete
- boot_slice must compile
- all instructions must be supported
No exceptions.
12. Relocation is mandatory before full BIOS
Do NOT attempt full BIOS recompilation until:
- BOOT_RELOCATION_PLAN.md is implemented
- address_aliases.json exists
- duplicate code is impossible
13. No large-step execution
You may NOT:
- "recompile the full BIOS"
- "walk the entire ROM"
Until:
- function discovery pipeline exists
- manifest output is verified
14. Unknown is acceptable. Guessing is not.
If something is unknown:
→ STOP
→ produce artifact showing unknown
Do NOT guess behavior.
15. Broken tooling is never acceptable. Fix it.
If a tool, command, or verification mechanism fails or returns unexpected results:
→ Fix the tool. Diagnose why it failed and repair it.
→ Do NOT route around it with indirect evidence.
→ Do NOT infer correctness from two broken implementations agreeing.
"The screenshot command returns black" is not a reason to skip visual verification. It is a reason to fix the screenshot command.
"Both the native runtime and interpreter show the same wrong value" does not make the value correct. It means both have the same bug.
If you cannot fix the tool, ask the user what they observe. Never declare a result "correct" without direct verification against the oracle.
16. DuckStation oracle setup (from fresh checkout)
On a fresh clone of this repo, the DuckStation oracle is not yet ready. Run:
git submodule update --init --recursive duckstation
bash tools/duckstation/setup.sh # clones deps, applies psxrecomp_oracle.patch
bash tools/duckstation/build.sh # builds Release x64 via MSBuild
The result is duckstation/build/bin/duckstation-qt.exe — the oracle binary.
For headless launch it needs settings.ini in duckstation/build/bin/ with
PathNTSCU = SCPH1001.BIN under [BIOS] and SearchDirectory = bios, plus
bios/SCPH1001.BIN copied next to the exe. tools/duckstation/setup.sh handles
these post-build config steps. See tools/duckstation/README.md for the full
layout and how to regenerate the patch.
Never edit the submodule source to work around upstream bugs. If a change is needed in DuckStation's side, edit in the working tree, then regenerate the patch against the pinned base — so the change is reviewable in a single diff.
17. Phase 5 gate — fix hardware stubs before loading a game
STUBS_TO_FIX.md lists every known stub in the runtime. Before any
Phase 5 work (loading Tomba or any game EXE), every stub marked
"Phase 5+" in that file must be implemented and oracle-verified:
- S3 — MDEC decoder (FMV playback)
- S4 — SPU audio synthesis (sound output)
- S5 — DMA channels 0/1/3/4 (MDEC, CDROM, SPU data pipes)
These cannot be tested until disc data flows, but they cannot be skipped either. The first task of Phase 5 is to implement them, not to load the game and see what breaks. Loading the game with known stubs is how v3 ended up with 1808 lines of shims.