Runtime measurement showed this function (RAM 0x641C) and its internal branch targets (0x6430, 0x6444, 0x6458, 0x650C, 0x6514, 0x658C, 0x6594) collectively generating ~50K dirty_ram_dispatch blocks/session. The address is confirmed as a true function start via jalr call site at 0xBFC15F10. Seeding the entry point only; CFG analysis discovers all internal labels. Result: blocks_run dropped from 119,804 to 29,692 (75% reduction). Also adds tools/probe_dirty_ram.py for live dirty_ram measurement via the TCP debug server. Co-Authored-By: Claude Sonnet 4.6 (1M context) <noreply@anthropic.com>
PSXRecomp
Generic static recompiler framework for PlayStation 1: MIPS R3000A to C to native x64.
Background on the original prototype: I Built a PS1 Static Recompiler With No Prior Experience (and Claude Code)
What It Is
PSXRecomp translates PS1 MIPS binaries into C, then compiles that C as a native executable linked against a PS1 hardware runtime. The v4 architecture recompiles the real SCPH1001 BIOS and runs it as the kernel. There is no HLE BIOS layer, no stubs, and no general-purpose interpreter fallback for static code.
PSXRecomp is a framework. Game-specific projects live in their own repositories and pull this one in to build a game binary. The active end-to-end target is TombaRecomp.
Status
Current milestone as of 2026-05-18:
| Subsystem | State |
|---|---|
BIOS recompilation (SCPH1001.BIN) |
Boots and hands off to Tomba |
| Game EXE recompilation | Tomba title, OPTIONS, NEW GAME, save/load, and gameplay reached |
| CD-ROM / MDEC / XA | Tomba FMVs stream and play at the game's 15 fps cadence |
| Memory cards | Tomba save and load verified |
| SIO0 controllers | Digital pad polling plus DualShock config replies used by Tomba |
| GPU | Functional for BIOS boot, FMVs, menus, and first gameplay area |
| Interrupts, COP0, timers | Working for current Tomba path |
| Dirty-RAM support | BIOS/game RAM-installed dispatch paths handled |
| Controller input | Keyboard plus SDL/XInput-style controller mapping via input.ini |
Known follow-up work:
- The recent Tomba visual burn-down fixed the BIOS PS logo, title/menu glyph seams, dialog/pause panel seams, terrain shading, and shaded textured branch rendering observed in the first area.
- SPU coverage is partial; reverb, noise, sweep, and accurate SPU IRQ behavior are not complete.
- The historical Windows "Not Responding" hang is mitigated but should stay on the watch list until longer in-game soak tests are clean.
- Tomba is the only current game target validated end to end.
For the current game milestone, build and run the sibling TombaRecomp project:
cd F:/Projects/TombaRecomp
cmake --build build -j16
./build/psx-runtime.exe --game game.toml
Running this repository's runtime without --game is still useful for
BIOS-only memory card management.
Release Package
The framework release package is BIOS-only:
- Download
PSXRecomp-v*-windows-x64.zipfrom Releases. - Extract it and run
PSXRecomp.exe. - Select your legally obtained
SCPH1001.BINBIOS when prompted.
The package does not include a PS1 BIOS, game disc image, generated game code,
or save data. The selected BIOS path is saved next to the executable as
bios.cfg; delete that file to pick a different BIOS later.
Game-specific recomp projects, including TombaRecomp, use the same runtime picker contract but also prompt for a legally obtained game disc image.
Setup
Builds natively on Windows (MSVC/MinGW), macOS (Apple Silicon & Intel),
and Linux. The BIOS thread scheduler uses host fibers — Win32 Fibers on
Windows, ucontext on POSIX (runtime/src/psx_fiber.c) — so the recompiled
BIOS's cooperative thread switching (the CD-boot handoff in particular) behaves
the same on every platform.
Requirements:
- A C/C++ toolchain: MSVC or MinGW (Windows), Apple Clang (macOS), Clang/GCC (Linux).
- CMake 3.20+. On macOS/Linux also
ninjaandpkg-config. - SDL2: the bundled dev pack on Windows;
brew install sdl2 pkg-config ninjaon macOS;libsdl2-dev(or distro equivalent) on Linux. - A legally obtained
SCPH1001.BINBIOS dump. Not included. - For game projects, a legally obtained game disc/EXE dump. Not included.
Build the framework runtime:
# Windows (MSYS2/MinGW)
cmake -S recompiler -B recompiler/build -G "Unix Makefiles" && cmake --build recompiler/build
cmake -S runtime -B runtime/build -G "Unix Makefiles" && cmake --build runtime/build --target psx-runtime
# macOS / Linux (Ninja)
cmake -S recompiler -B recompiler/build -G Ninja -DCMAKE_BUILD_TYPE=Release && ninja -C recompiler/build
cmake -S runtime -B runtime/build -G Ninja -DCMAKE_BUILD_TYPE=Release && ninja -C runtime/build psx-runtime
Game projects generate their own generated/<serial>_*.c files and link this
runtime source tree through CMake.
Keyboard Map
| PSX button | Keyboard |
|---|---|
| D-Pad Up / Down / Left / Right | Arrow keys |
| Cross | X |
| Square | Z |
| Circle | S |
| Triangle | A |
| L1 / R1 | Q / W |
| L2 / R2 | E / R |
| Start | Enter |
| Select | Right Shift |
| Turbo | Tab (hold) |
| Fullscreen | F11 / Alt+Enter / Cmd+F |
Controller Map
Xbox-style controller defaults are enabled when a controller is connected:
| PSX button | Xbox controller |
|---|---|
| D-Pad Up / Down / Left / Right | D-pad or left stick |
| Cross | A |
| Circle | B |
| Square | X |
| Triangle | Y |
| L1 / R1 | LB / RB |
| L2 / R2 | LT / RT |
| Start | Menu |
| Select | View / Back |
Release builds create/use input.ini next to the executable. Edit that file to
change controller device index, deadzone, or button mapping.
Architecture
The recompiler emits C functions and dispatch tables for BIOS and game code. The runtime loads the BIOS/game assets into emulated PS1 memory, links the generated C as native code, and simulates hardware through MMIO handlers for GPU, DMA, timers, CD-ROM, MDEC, SIO0, memory cards, SPU, GTE, and interrupt delivery. BIOS A0/B0/C0 vectors go through the recompiled BIOS, not HLE shims.
See CLAUDE.md, PLAN.md, and CURRENT_STATE.md for the development rules
and current project context.
License
PolyForm Noncommercial 1.0.0. See LICENSE.
The PSX BIOS and game disc images remain copyrighted by their respective owners. This project distributes neither.

