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.
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 undergenerated/.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.
Two entry points share the same translation core:
src/main_bios.cpp— ingests the flat BIOS ROM (SCPH1001.BIN, loaded at0xBFC00000) and emitsgenerated/SCPH1001_*.c.src/main_psx.cpp— ingests aPS-X EXEextracted from a game disc and emitsgenerated/<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 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 / POSIXucontext), and the optional debug TCP server (debug_server.c).
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.
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.c → tools/compile_overlays.py →
overlay_loader.c), or the small dirty-RAM interpreter
(dirty_ram_interp.c) — in that priority order.
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
gccis onPATH(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.
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_VULKANdefaults 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.
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.
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.
EXECUTION_MODEL.md— static/native/interp in depth.BUILDING.md— dependencies + build steps.../CONTRIBUTING.md— dev workflow and rules.../CLAUDE.md— the exhaustive engineering constitution.