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https://github.com/RetroPortingToolKit/psxrecomp
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5a63372a51
S1: gp0_exec_shaded_line() now interpolates between C0 and C1 colors along the line instead of using flat C0 color for the entire line. Added sw_draw_shaded_line() to the SW renderer with per-pixel RGB interpolation using Bresenham stepping. S2: Polyline commands (GP0 0x48-0x4F mono, 0x58-0x5F shaded) no longer crash with exit(1). Implemented as GP0_POLYLINE_MONO/SHADED states that accumulate vertices until the terminator word (bit pattern with high bits set), drawing line segments between consecutive pairs. Added STUBS_TO_FIX.md tracking all remaining stubs found in the comprehensive audit (MDEC, SPU, DMA channels, polylines, shaded lines). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2.5 KiB
2.5 KiB
Stubs to Fix
Audit date: 2026-04-24. Every item here is a place where the runtime returns wrong data, crashes, or silently drops behavior that real hardware provides.
Pre-Phase 5 (BIOS shell correctness)
S1 — GPU shaded line uses flat color
- File:
runtime/src/gpu.c:722 - What:
gp0_exec_shaded_line()reads C0 but ignores C1. Draws the entire line in the first vertex color instead of interpolating. - Fix: Interpolate RGB between C0 and C1 along the line, same way
sw_draw_shaded_triangleinterpolates across scanlines. - Impact: Visual — BIOS shell lines render with wrong color gradient.
S2 — GPU polyline crashes
- File:
runtime/src/gpu.c:1462 - What: GP0 opcodes 0x48-0x4F (mono polyline) and 0x58-0x5F
(shaded polyline) hit
exit(1). These are variable-length commands terminated by a sentinel word (bit 31 set in vertex word, or 0x55555555/0x50005000 pattern). - Fix: Implement polyline state machine: accumulate vertices until sentinel, draw line segments between consecutive pairs.
- Impact: BLOCKING — any code that draws polylines crashes the runtime.
Phase 5+ (game support)
S3 — MDEC decoder is a no-op
- File:
runtime/src/memory.c:147-148, 199-200 - What: MDEC registers (0x1F801820, 0x1F801824) read as 0 and writes are silently absorbed. No MDEC DMA (ch1 in, ch0 out).
- Fix: Implement MDEC MPEG-style macroblock decompression with
DMA input/output. Reference: DuckStation
src/core/mdec.cpp. - Impact: BLOCKING for FMV cutscenes in any game.
S4 — SPU has no audio synthesis
- File:
runtime/src/spu.c - What: Register reads/writes and DMA4 buffer transfers work, but no ADPCM voice decoding, no audio output, no reverb.
- Fix: Implement 24-voice ADPCM decoder with SDL_audio output.
Reference:
psxrecomp-v2/runner/src/spu.cppfor ADPCM tables. - Impact: BLOCKING — no sound at all.
S5 — DMA channels 0,1,3,5 unimplemented
- File:
runtime/src/dma.c - What: Only ch2 (GPU) and ch6 (OTC) are implemented. Ch0 (MDEC out), ch1 (MDEC in), ch3 (CDROM), ch4 (SPU), ch5 (PIO) will crash or silently fail.
- Fix: Add channel handlers as corresponding hardware modules come online. Ch3 (CDROM) and ch4 (SPU) are highest priority for game support.
- Impact: BLOCKING for games using MDEC, CDROM sector DMA, or SPU DMA.
Resolved
DMA ch2 GPU→RAM writes zeros— Fixed 2026-04-24 (4054dc1)GPU raw texture mode uses color==0x808080 check— Fixed 2026-04-24