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Architecture

How PSXRecomp is put together, end to end. For the higher-level "why three ways of running code" story, read EXECUTION_MODEL.md first; this doc is the component-level view.

Two programs: the recompiler and the runtime

PSXRecomp is split into two CMake projects that are built and run separately:

  recompiler/           runtime/
  ───────────           ────────
  MIPS  ──▶  C           C + hardware simulation  ──▶  native game binary
  (build-time tool)      (linked with the generated C)
  • recompiler/ (C++20) is an offline tool. It reads MIPS R3000A machine code and emits C source files under generated/.
  • runtime/ (C99 + C++17) is the engine. It loads the game's assets into an emulated PS1 address space, links the generated C in as native functions, and simulates the console's hardware around them.

A game repository (e.g. TombaRecomp) contains no framework source — it links this framework in (as a submodule) and provides the game's config, seeds, and build glue. See BUILDING.md.

The recompiler (recompiler/)

Two entry points share the same translation core:

  • src/main_bios.cpp — ingests the flat BIOS ROM (SCPH1001.BIN, loaded at 0xBFC00000) and emits generated/SCPH1001_*.c.
  • src/main_psx.cpp — ingests a PS-X EXE extracted from a game disc and emits generated/<serial>_*.c.

The translation pipeline:

Stage File Job
Decode mips_decoder.cpp (+ vendored rabbitizer) Decode MIPS instructions
Control flow control_flow.cpp, basic_block.cpp Build basic blocks / CFG
Discovery function_discovery.cpp, function_analysis.cpp Find function entry points (seeded from Ghidra exports)
Codegen code_generator.cpp, full_function_emitter.cpp, strict_translator.cpp Emit C: one function per guest function, plus a dispatch table

Output is two files per program: a _full.c (the function bodies) and a _dispatch.c (the address→function dispatch table). Both are build artifacts and are never hand-edited — if the C is wrong, the fix is in the recompiler.

GTE (the PS1 geometry coprocessor) instructions are emitted inline; COP0 kernel-mode instructions the BIOS needs are handled in codegen.

The runtime (runtime/)

The runtime is assembled by one CMake helper, psxrecomp_add_runtime_target() (defined in runtime/runtime.cmake), which a game's CMakeLists.txt calls with the paths to its generated C. The runtime provides:

  • Memory & address space (memory.c) — the 2 MB main RAM, scratchpad, BIOS ROM, and MMIO regions, with the dispatch that routes a guest PC to its native function (static, overlay, or interpreter).
  • Hardware simulation via MMIO handlers — GPU (gpu.c, gpu_sw_renderer.c, gpu_gl_renderer.c), DMA (dma.c), timers (timers.c), CD-ROM (cdrom.c, iso_reader.cpp), MDEC, SIO0 controllers/memory cards (sio.c, memcard.c), SPU (spu.c), GTE (gte.cpp), and interrupt delivery (interrupts.c).
  • Host services — window/input/audio via SDL3 by default (SDL2 is an explicit compatibility backend), a cooperative-thread scheduler on host fibers (psx_fiber.c: Win32 Fibers / POSIX ucontext), and the optional debug TCP server (debug_server.c).

BIOS: LLE baseline + a swappable HLE tier

The recompiled SCPH1001.BIN is the low-level (LLE) baseline: it is the kernel, and it is the reference implementation and the correctness oracle. There are no per-vector HLE shims replacing it.

On top of that, PSXRecomp carries an optional HLE tier (bios_hle, on by default for player convenience) that skips the BIOS boot sequence and intercepts a small set of BIOS services — always falling through to the recompiled BIOS for anything it doesn't implement. LLE stays fully linked and is what every accuracy check runs against. Turn it off with [runtime] bios_hle = false or PSX_BIOS_HLE=0; with it off the build behaves as pure LLE. (Design notes: docs/internal/HLE_SCHEDULER_CARVEOUT_PLAN.md.)

Those are two independent axes, and the distinction matters because a build links more than one BIOS (BIOS_SELECTION.md):

axis what it needs from the image on retail SCPH-1001 on bundled OpenBIOS
boot-skip shell_entry_phys — works under pure LLE yes yes
kernel-call HLE deliver_event_ret — the kernel's own DeliverEvent $ra yes refused, loudly

So "skip the BIOS and go straight to the game" means the same thing on every BIOS: the boot-skip is not synthesis, it just returns immediately from the shell call, so it needs nothing BIOS-specific beyond knowing where the shell is entered. Whether the kernel-call tier is additionally available is a separate, per-image question, and refusing it must never cancel the boot-skip — deriving one from the other is the bug fixed in 2026-07. Both axes are decided in one pure place, psx_bios_hle_plan() (runtime/include/bios_hle_plan.h), which is unit-tested over the whole matrix.

Static / overlay / interpreter dispatch

This is the heart of the system and has its own doc, EXECUTION_MODEL.md. In brief: a guest PC resolves to statically-recompiled native code (BIOS + main EXE), a runtime-compiled native overlay (overlay_capture.ctools/compile_overlays.pyoverlay_loader.c), or the small dirty-RAM interpreter (dirty_ram_interp.c) — in that priority order.

Overlay compile backend

When an overlay needs compiling, the runtime spawns a C compiler on the recompiler-emitted C and loads the resulting DLL — it does not JIT in-process. The backend tier is resolved in overlay_backend.c (see main.cpp around the code_provider setup):

  static  →  gcc  →  tcc
  • static — the overlay was baked into the binary at build time (best case).
  • gcc — used when a system gcc is on PATH (the development default).
  • tcc — TinyCC, the toolchain-free fallback bundled beside shipped executables in overlay_toolchain/ (an embedded Python + tcc.exe) so players never need a compiler installed.

Compiled overlays are stored in a content-addressed cache namespaced by compiler and target ABI (<game>/gcc/<arch-abi>/… vs <game>/tcc/…); a gcc shard wins over a tcc shard for the same region. See docs/FEATURES.md, docs/OVERLAY_CACHE_V2.md, and docs/ASYNC_OVERLAY_COMPILE.md.

Renderers

Three GPU backends behind one interface:

  • Software rasterizer — CPU, most portable, the reference look.
  • OpenGL — GPU-authoritative VRAM/FBO renderer, the default; moves rasterization and supersampling onto the GPU. Falls back to software if GL init fails. (See docs/internal/GL_RENDERER_HANDOFF.md.)
  • Vulkan — experimental. The build option PSX_ENABLE_VULKAN defaults ON (compiled when the SDK tools are present), but it is not the runtime default renderer: selecting it also requires the game to offer Vulkan and the user to request it, otherwise the runtime falls back to OpenGL.

Widescreen (a genuine wider GTE FOV, not a stretch) is opt-in and gen-time; see WIDESCREEN.md and docs/internal/NATIVE_WIDE_PLAN.md.

The oracle model (how correctness is checked)

PSXRecomp validates itself against Beetle PSX (the mednafen-psx libretro core), run as a separate process with an identical TCP JSON debug protocol:

  • psx-runtime — the recompiled runtime (debug server on port 4370).
  • psx-beetle — Beetle PSX (debug server on port 4380).

A tool written against one works against the other by switching ports; cross- checking is done by querying both, never by sharing state in one process. There is also a first-divergence co-sim build that cycle-locksteps the compiled backend against the interpreter. See docs/internal/COSIM_ORACLE.md, docs/config_schema.md, and TCP_COMMANDS.md.

Configuration

A game is configured by its game config (game.toml). A BIOS config (bios/*.toml) describes a BIOS image's identity and address model.

The two are not merged. The BIOS config is consumed only by the recompiler at build time (psxrecomp-bios, and psxrecomp-game for the address model); the shipping runtime never loads it — runtime/src/main.cpp contains no call to load_bios_config. [runtime] keys therefore take effect only from game.toml, settings.toml, the CLI, and the environment. Full schema: docs/config_schema.md.

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