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psxrecomp/docs/overlay-status.md
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Matthew Stanley 20976b1993 overlay: mark OV-1 fixed (Inc1-D verified) + flag Inc2 reload-on-return next
OV-1 resolved by mechanism: invalidations=1 on the BIOS overlay-load write into
0xE7000, 88 funcs unregistered, stale_blocked into the tens of millions (every
one a prevented stale native call). Correctness only so far — native~122 vs
interp~31M — so Inc2 reload-on-return is flagged as the next/biggest benefit
lever.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 15:46:06 -07:00

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Overlay DLL Cache — Status (features + issues)

Living status for the overlay capture/compile/cache feature on feat/overlay-jit-cache. Design rationale lives in overlay-recompilation-design.md; this file tracks what works and what's broken, with evidence.

Working (verified on Tomba)

  • Capture — on CD-DMA into game RAM, the runtime records the overlay bytes (full, data-inclusive) + executed PCs + dispatch-entry PCs, written to overlay_captures.json at clean shutdown. One region captured for Tomba village: 0x800E7000, 356 KB, 15358 executed PCs, 66 dispatch seeds.
  • Evidence-scoped recompile (--overlay) — compile_overlays.py runs the recompiler in entry-scoped mode (no whole-byte sweep). Set unconditionally for every overlay; not a human toggle.
  • Boundary-gated entry promotion — a bare DISPATCH_ENTRY is promoted to a registered function only with boundary evidence (jr $ra-preceded, prologue, or region start). Dropped the data-as-code false entries: 122 → 88 functions, 42 → 0 unsupported, 8 → 0 bad targets.
  • DLL cache — clean 274 KB DLL emitted (000E7000_B476006F.dll). Loader lazily LoadLibrarys it on first dispatch into the dirty region, registers the 88 func_XXXX exports, dispatches them before the interpreter.
  • Config gate — [runtime] overlay_cache (default off).
  • In-village behavior — with the cache on, the village scene renders and plays correctly: the 88 registered functions execute natively, the deferred 34 fall back to the interpreter, 0 dispatch misses, 0 exceptions.

Issues

OV-1 — Blue screen on village → overworld transition (FIXED 2026-06-07, Inc1-D)

Resolution verified by mechanism, not just symptom. With Inc1-D write- invalidation, the village→overworld transition no longer softlocks. Counters at the overworld: invalidations=1 (last_msg: invalidated region 0x000E7000 (+16384) on write 0x000E7388 -> 88 funcs, the write from BIOS pc 0xBFC12210), unregistered_funcs=88, and stale_blocked climbing into the tens of millions — i.e. the game dispatches into the reused region constantly, and every one of those (which pre-fix executed stale village native code = the blue screen) is now blocked and routed to the interpreter. A/B confirmed earlier: overlay_cache=false transitions cleanly. Verified one transition + free roaming; broader scenes/games still untested.

Note on benefit: correctness only, so far. dispatch_native≈122 vs interpreter ≈31M — near-0% native, because (a) only one overlay is compiled and (b) an invalidated region is not re-registered this session. Speed payoff needs broad overlay coverage + Inc2 reload-on-return (CRC-matched re-registration).

Original root-cause analysis below, retained for the record.

OV-1 (original analysis) — stale registration

Symptom: leaving the village to the overworld lands on a solid blue screen. Not a crash: frame counter still advancing (8358→8364), dispatch_miss_total=0, in_exception=0, GPU enabled and drawing. Execution cycles low BIOS/kernel (current_func≈0x650, last_store_pc=0xBFC11BF0) — i.e. running but down a wrong path / stuck in a BIOS wait.

Root cause — stale registration. The 0x800E7000 region is reused after the village. Direct RAM-vs-captured comparison at the blue screen:

offset captured (what we compiled) live RAM verdict
0xE73C0 (compiled func) 27bdffb8 (addiu sp,sp,-0x48 prologue) 0x800E92C4 ×4 (pointer table) DIFFER
0xE7000 (region start) zero-fill 0x11111111 ×4 DIFFER
0xE8120 (compiled func) real code 0x801013F4 ×4 (pointers) DIFFER
0x100000 — — MATCH
0x13B000 — — MATCH

The front of the region was overwritten (now pointer tables, not our code) while the tail still matches — and the loader kept all 88 functions registered (regions_checked=1, loaded once, never re-evaluated; the already_checked guard plus the absence of write-invalidation mean the registration persists). The game then dispatches into 0xE7000 addresses whose content has changed, hits our stale village function pointers, and runs the wrong native code → wrong logic → blue.

It is NOT: a mid-function split (boundary-gated out; village renders fine), nor a recompiler opcode gap (0 unsupported after the gate).

It IS adjacent to the DMA-time-vs-execution-time capture question (design §2.2): the bytes changed after capture. But the correct fix is not "capture different bytes" — it is "detect that the source bytes changed and invalidate the registration."

Fixes (in priority order):

  1. Inc1-D — write-invalidation (primary). Watch registered overlay pages; on any write into them, invalidate (unregister) the affected functions so the new content falls back to the interpreter / a re-evaluation. The RAM-write-path audit confirms a single store chokepoint with no bypasses, so this is sound; it needs the watched-page extension (current tracking is kernel-only). This directly prevents OV-1.
  2. Inc2 — registration-time + manifest CRC guard. Before registering, verify the live region bytes still match the DLL's source CRC; refuse if not.
  3. Design §2.2 — execution-time capture. Compile from the bytes that actually executed, not DMA-time bytes (defense in depth).
  4. Design §2.6 — segmentation. The 356 KB region almost certainly merges the village overlay with other content; finer per-overlay segmentation + per-overlay cache keying reduces the blast radius of a partial overwrite.

Confirming A/B (cheap, do next): set overlay_cache=false, repeat the exact village→overworld navigation. If it transitions cleanly with the cache off, OV-1 is confirmed as cache stale-registration. If it still blue-screens, the cause is upstream (interpreter or game-level) and this diagnosis is wrong.

Implementation increments (see design doc §7)

  • Inc1-A ✅ evidence-scoped --overlay
  • Inc1-B ◐ boundary gate done; per-function audit + manifest pending
  • Inc1-C ☐ loader registers only manifest entries
  • Inc1-D ✅ write-invalidation — fixes OV-1 (verified)
  • Inc2 (next, biggest benefit lever): reload-on-return — re-register a cached overlay when its region is reused and the bytes match, so a revisited overlay runs native again instead of staying interpreted after first exit.