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PPSSPP Agent instructions
These rules apply to this repository by default.
Ignore the folder ai_instructions in the root directory, it's old stuff from contributors.
General instructions
- Keep style changes minimal unless requested. Follow existing code patterns and conventions.
- Keep cross-platform parity in mind when changing shared code. See below for more multiplatform tips
Core Safety Checks
- For HLE, CPU, GPU, timing, threading, and memory changes, call out regression risks explicitly.
- Consider savestate compatibility when changing serialized state.
Build and Validation
To verify that things build on Linux/Mac, use ./b.sh --debug. For Windows, use the Visual Studio solution in the Windows subdirectory
(Windows/PPSSPP.sln) - always build through it, even if a stray CMake-generated build/ directory exists at the repo root (e.g.
left over from WSL/MSYS2 experimentation); that directory is not the supported Windows build path and may not have a working
compiler toolchain wired up.
An agent can drive the VS solution non-interactively with MSBuild.exe instead of opening the devenv GUI. Locate it via
vswhere.exe (same tool/gotchas as described in the libretro section below) and build a specific project with /t:, e.g.:
$installPath = & "C:\Program Files (x86)\Microsoft Visual Studio\Installer\vswhere.exe" -latest -property installationPath
$msbuild = "$installPath\MSBuild\Current\Bin\MSBuild.exe"
& $msbuild "Windows\PPSSPP.sln" /t:UnitTest /p:Configuration=Debug /p:Platform=x64 /m
(swap /t:UnitTest for /t:PPSSPPWindows or another project name as needed; drop it entirely to build the whole solution).
In addition to the pspautotests runner (test.py), there is a separate binary with C++ unit tests in the /unittest subdirectory. After substantial changes (at the end of a chunk of work, not necessarily after every edit), run these too:
- Windows: build the
UnitTestproject (unittest/UnitTests.vcxproj), then runWindows/x64/Debug/UnitTest.exe all - Linux/Mac: configure with
-DUNITTEST=ON, then runbuild/PPSSPPUnitTest all
This runs all tests in availableTests in unittest/UnitTest.cpp. You can run a single test by
passing its name instead of all; no arguments lists the available tests.
Multiplatform considerations
The emulator has multiple platform-specific entry points. Some of these will be merged or removed in the future, but are all still there. To verify that a change works, technically we need to compile for all these systems, but in practice we'll just compile locally and test the platform we are currently on, and let CI handle the cross platform considerations.
System_-prefixed wrapper functions implement kind of a platform wrapper for some functionality, and are implemented in the following list of files for each system. If we change one, we need to change them all.
Windows/main.cpp ios/main.cpp SDL/SDLMain.cpp UWP/PPSSPP_UWPMain.cpp Qt/main.cpp android/jni/app-android.cpp libretro/libretro.cpp
Legacy Android build (android/jni)
There is a legacy Android build using the raw NDK build system (android/jni/Android.mk + ndk-build), separate from the
gradle build in android/. It's hooked up on CI (see .github/workflows/build.yml, the android matrix entries) and is
useful for quick test builds (it can build ppsspp_headless and the unit tests for Android). You do not need to build it
by default, but if you want to test-build it locally:
- The NDK path is hardcoded in
android/ab.cmd(Windows) or passed via theNDKenv var toandroid/ab.sh(POSIX). It should match thendkVersioninandroid/build.gradle.kts. The scripts copy assets first, then run ndk-build with a core count derived from the machine (nproc / %NUMBER_OF_PROCESSORS%). - Example (POSIX):
cd android && NDK=/path/to/ndk ./ab.sh APP_ABI=arm64-v8a HEADLESS=1 - The
ppsspp_headlessexecutable ends up inandroid/libs/<abi>/.
libretro core build (Windows)
Canonical instructions are in libretro/README_WINDOWS.txt - read that first, this is a summary plus
agent-specific gotchas. The libretro core (ppsspp_libretro.dll) is built with a real make, not the
Visual Studio solution, even on Windows - it uses cl.exe/link.exe as the compiler/linker (via
platform=windows_msvc2019_desktop_x64), but orchestrated through GNU Make running inside an MSYS2
shell (a plain MSYS2 install, not "Git Bash" - typically at C:\msys64, needs pacman -S make).
cd libretro
make DEBUG=1 platform=windows_msvc2019_desktop_x64 -j32
(drop DEBUG=1 for a release build; -j count doesn't need to match logical CPUs exactly). To test the
result, copy ppsspp_libretro.* into wherever the local RetroArch install reads cores from (e.g. its
cores/ directory) and load it from within RetroArch.
An agent can drive this non-interactively by invoking C:\msys64\usr\bin\bash.exe -lc "..." directly
as a subprocess (the -l login-shell flag matters - it's what sets up MSYS2's own PATH, make,
cygpath, etc. correctly). In a sandboxed/agentic invocation (as opposed to a normal interactive MSYS2
terminal a human opens), two Windows environment variables the Makefile's VS-detection logic depends on
may not be inherited by the spawned process - COMSPEC (breaks the cmd //c "bash VSWhere.sh ..." call
used to locate Visual Studio) and ProgramFiles(x86) (which VSWhere.sh itself needs to find
vswhere.exe). If VS auto-detection fails this way, skip it by overriding VsInstallRoot directly on
the make command line (GNU Make command-line variables take precedence over the Makefile's own :=
assignment of the same name):
make VsInstallRoot="/c/Program Files/Microsoft Visual Studio/<year>/<edition>" DEBUG=1 platform=windows_msvc2019_desktop_x64 -j32
(path in MSYS2/cygpath POSIX form, not a raw Windows path; find the real value via vswhere -latest -property installationPath if unsure of <year>/<edition>). This is a real full compile+link - prefer
it over trying to syntax-check libretro-specific files with a standalone cl.exe /Zs invocation, which
can miss real bugs (e.g. an include-order issue that leaves a platform macro like
VK_USE_PLATFORM_WIN32_KHR undefined before vulkan.h's first, include-guarded inclusion, since a
narrower manual include-path/define set used for a syntax-only check may not reproduce the actual build
step's ordering).
Command-line parsing
All command-line parsing for both the main app and headless builds belongs in Core/CmdLine.cpp /
Core/CmdLine.h (CommandLineOptions), not in the platform entry points (Windows/main.cpp, headless/Headless.cpp,
UI/NativeApp.cpp, etc.). Don't re-parse argv manually in those files - add a field to CommandLineOptions instead.
- Most options are declared in the
g_autoParamstable inCmdLine.cppas{offsetof(...), type, longName, shortName, docString, mode}.modegates the option toCmdLineMode::Application,::Headless, or::Both(the default if the field is omitted from the initializer) - the same long name can be reused for both modes with different types/meanings (e.g.--logis aString"log to FILE" option in Application mode but aBool"full log output" option in Headless mode; they don't collide because a givenParse()call only matches params whose mode isBothor equal to the current mode). - Options that can be repeated (e.g.
--ignore TESTNAME, collected into astd::vector<std::string>) or that don't fit the generic single-value table need manual handling in theelse ifchain insideCommandLineOptions::Parse(), similar to how--graphics=andboot Filenamesare handled. ApplyToConfig()is where parsed options get pushed intog_Config/g_logManager; prefer wiring a new option through there so all platforms get it for free, rather than readingCommandLineOptionsfields ad-hoc at each call site.NativeInit()inUI/NativeApp.cppstill takesargc/argv(several platform entry points pass them in), but it shouldn't read them directly - by the timeNativeInit()runs,CommandLineOptionsshould already have everything.
File formats, codecs, and other format handlers
Before implementing any file format handler, decompressor, codec, or similar from scratch, search the codebase first - PPSSPP already has implementations of many formats (CSO, LZRC, zlib-based loaders, ISO handlers, PBP, SevenZip, etc.), possibly in several places. Reuse or extend an existing one instead of writing a new one (e.g. there is an LZRC decompressor in Core/FileSystems/tlzrc.cpp).
Headless and unittest builds
We have additional PPSSPPHeadless and unit test builds (/headless and /unittest), that have their own separate main functions (and also stub out most of the System_ functions as needed). Take these into account when making cross platform changes.
New unit tests are added by listing them in availableTests in unittest.cpp. If they are large, put them in separate files in the unittest subdirectory. Remember to update both CMakeLists.txt and the visual studio project.
pspautotests are a large set of tests of the PSP OS's API surface, and thus tests our HLE implementation.
See docs/pspautotests.md for a workflow for running pspautotests and improving PPSSPP with the results.
Adding HLE modules
HLE module implementations live in Core/HLE/sce<ModuleName>.cpp / .h (e.g. sceOpenPSID.cpp, scePauth.cpp are good
small examples to copy from). A module is a const HLEFunction <name>[] table of
{nid, &WrapX_YYY<func>, "funcName", retChar, argString} entries, registered via
RegisterHLEModule("<name>", ARRAY_SIZE(table), table) inside a Register_<name>() function declared in the header.
FunctionWrappers.hhas genericWrapX_YYY<func>templates for common signatures (return type X, args YYY) - add new wrappers there if you need a new signature.- Format string legend for the
retmask/argmask chars:x= u32 (shown as hex),i= int/s32,f= float,X= u64,I= s64,v= void. - For functions of genuinely unknown purpose (only known by NID), name them
<moduleName>_<NID>and stub them withreturn hleLogError(Log::HLE, 0, "UNIMPL");- an established pattern (seescePauth.cpp,sceOpenPSID.cpp). - New modules must be registered at the very end of the registration function in
Core/HLE/HLETables.cpp(look for the// add new modules here.comment near the end of that function) - not inserted alphabetically/logically among the existingRegister_*()calls. Module registration order affects numeric IDs used in savestates, so inserting a new module earlier in that list would break save-state compatibility for saves made with older builds. - Remember to add any new
.cpp/.cfile to five places:Core/CMakeLists.txt,Core/Core.vcxproj,Core/Core.vcxproj.filters,android/jni/Android.mk, andlibretro/Makefile.common. New.hfiles only need the first three (Android.mk/Makefile.commonare plain compiled-source lists so headers don't go in them). Only the CMakeLists.txt change can be verified from a Linux/Mac build - the rest can't be build-tested here, so double check them by hand against how an existing neighboring file (e.g.sceVaudio.cpp) is listed in each. Note: New files in the unittest project have to be updated in the unittest part in android/jni/Android.mk.
Adding HLE functions
Always add new functions at the end of an array of const HLEFunction. We store the function index in savestates (in resolved syscall opcodes), so inserting a new function in the middle of an existing array will break things.
WebSocket debugger
PPSSPP has a JSON/WebSocket debugger and automation API (connect, read/write memory, search memory for values or byte
patterns, set breakpoints, step the CPU, label data symbols, read GPU state, inject input, tail logs, etc.), served on
the same port as Remote ISO sharing at /debugger with subprotocol debugger.ppsspp.org. Implementation is in
Core/Debugger/WebSocket.cpp and Core/Debugger/WebSocket/*Subscriber.cpp (one file per feature area, each
documented at the top). Enable it via Settings > Tools > Developer Tools > "Allow remote debugger",
RemoteDebuggerOnStartup in the config, or --debugger=PORT on the command line (0 = pick a port automatically) -
works on both the application and headless builds. On headless it also forces a break at start (startBreak), so the
CPU halts before anything runs. The bundled web GUI at /debugger/ comes from the assets/debugger submodule
(unknownbrackets/ppsspp-debugger, bundled branch).
Before touching this interface, read docs/WebSocketDebugger.md - it has the full protocol reference and event
catalog (including which events are read-only vs. require cpu.stepping first). Don't guess event names or
parameters from memory; the doc (and each *Subscriber.cpp file's per-handler comments) is the source of truth, and
new events get added over time (e.g. memory.search, hle.data.*).
When adding new commands, don't forget to update docs/WebSocketDebugger.md,
To quickly get a live session going for manual testing (e.g. after adding/changing an event): build PPSSPPWindows
(see Build and Validation above), then run it with --debugger=PORT and something that keeps running/looping so the
CPU stays alive, so requests get a response instead of "CPU not started"/"CPU not active" errors. Any homebrew or
game works; PSP homebrew isn't checked into this repo, so if you don't already have something installed under
memstick/PSP/GAME/, ask the user for a .iso/.cso/.elf/EBOOT.PBP to boot, or to install one via the in-app
Homebrew Store. Watch the log output (--log=somefile.log) for the line Listening on port N, then point
Tools/wsdbg/ at that port (cargo run -- N <event> [key=value...] for one-shot, or cargo run -- N for a REPL).
Most mutating events (hle.func.*, hle.data.*, memory writes while paused, etc.) require the CPU to be stopped
first - send cpu.stepping and cpu.resume to pause/unpause.
Alternatively use the headless build, Windows/{arch}/Debug/PPSSPPHeadless.exe or build/PPSSPPHeadless on CMake-based platforms. Where arch is x64 or ARM64.
Debugging and breakpoint considerations
It might be worth trying the interpreter - all types of breakpoints are the most reliable with this CPU backend. The JITs are much, much faster and in theory also support breakpoints, but especially from websockets there seem to be trouble.
Quick rebuild on Linux
You don't need to do ./b.sh --debug to verify every single little change, instead use this shortcut:
cd build ; make -j32; cd ..