Homebrew commonly ships its unstripped ELF next to the EBOOT, which is already how the symbol loader turns z_un_08841f98 into a function name. That same ELF carries a DWARF .debug_line section, so the addresses can be mapped to source files and lines too - and a backtrace stops being four hex numbers: 08841f98 move sp,fp mesh.zig:163 0883afa4 li v0,0x0 MenuState.zig:821 088260d8 andi at,v0,0xFFFF State.zig:40 0882a27c andi at,v0,0xFFFF engine.zig:468 Surfaced in three places: per frame in hle.backtrace, in the "hit" object that cpu.breakpoint.hit and cpu.stepping share, and appended to the disassembly window's status bar. The breakpoint case keys on the pc rather than the address, since for a memory breakpoint the useful source location is the instruction that did the access, not the data it touched. Storage is a plain sorted table of absolute addresses per module. SymbolMap keeps module-relative addresses because its .ppsym files are meant to be reloaded by a different game that pulls in the same module; none of this is ever written anywhere - it's regenerated from the ELF each boot - so there'd be nothing for relative addresses to buy. Each module owns its own rows and file names outright and is keyed the way SymbolMap::UnloadModule is, so unloading one module drops its lines and nobody else's. The subtle part is end-of-sequence markers. Without them a lookup for an address in a gap - a compilation unit built without debug info - confidently reports the last line of an unrelated file. A prototype run over one test binary mis-attributed 70 of its 349 functions that way, so sequence ends are recorded as rows with line 0 and a lookup landing on one reports nothing instead. DWARF 2 through 4 are decoded (psp-gcc emits 2, Zig 4). Version 5 re-encoded the file table, so those units are skipped with a warning rather than mis-parsed - nothing targeting the PSP produces it today. Scope, since it's narrower than it sounds: PRX conversion strips every .debug section. I checked all 437 pspautotests .prx and CrossCraft's own app.prx - none have any. Of 24 installed homebrew EBOOTs, zero carry debug info; CrossCraft only does because it ships app.elf separately. So this helps someone developing homebrew, and does nothing at all for a commercial game. Costs about 1.2 MB for a large Zig binary (98383 rows, 438 files) and nothing for anything without debug info. Follows bAutoSaveLoadSymbols like the symbols do. pspautotests 314/314, UnitTest 55/55, CoreUWP builds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
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PPSSPP WebSocket Debugger
PPSSPP has a JSON/WebSocket-based debugger and automation API, served from the same HTTP server used for "Remote ISO" disc sharing and file upload. It lets an external tool (a script, a web page, another editor/IDE) inspect and control a running emulation session: read/write memory, set breakpoints, step the CPU, read GE/GPU state, send fake input, tail the log, etc.
This doc is a local reference, the user-facing documentation is on the website.
Where the code lives
Core/WebServer.cpp/Core/WebServer.h- the shared HTTP server (also used for Remote ISO and file upload). It owns the listening socket and dispatches/debuggerrequests.Core/Debugger/WebSocket.cpp- upgrades the HTTP request to a WebSocket and runs the per-connection event loop (HandleDebuggerRequest).Core/Debugger/WebSocket/*.cpp/.h- one "subscriber" or "broadcaster" per feature area (CPU, memory, GPU, HLE, input, breakpoints, ...). Each file's top comment documents its events in detail - this doc gives the overview and an index into those files.Core/Debugger/WebSocket/WebSocketUtils.h- sharedDebuggerRequesthelper (parameter parsing, response/error helpers) andDebuggerSubscriberbase class.Common/Net/WebsocketServer.h/.cpp- the low-level WebSocket framing.
Transport
- Runs on the same port as Remote ISO sharing (
g_Config.iRemoteISOPort;0means "pick a free port automatically" - the actual bound port is written back to that config value and logged:Listening on port N). - URL path:
/debugger. - WebSocket subprotocol:
debugger.ppsspp.org(required - a plain HTTP GET to/debuggerwithout a websocket Upgrade just redirects to the bundled web UI at/debugger/index.html). - Messages are JSON, both directions, always shaped as
{"event": "NAME", ...}. - One WebSocket connection = one client; PPSSPP does not limit the number of simultaneous debugger connections.
- The debugger only actually does anything while
WebServerFlags::DEBUGGERis enabled (see "Enabling it" below) - the HTTP server itself may also be running for other reasons (Remote ISO, upload).
Message protocol
Requests you send:
{ "event": "cpu.status" }
Optionally include a "ticket" field (any JSON value) - PPSSPP echoes it
back verbatim in the response/error, so you can correlate requests and
responses when firing several at once. Tools/wsdbg (see below) assigns an
incrementing integer ticket automatically.
Responses use the same event name as the request:
{ "event": "cpu.status", "ticket": 1, ... }
The ticket convention: send one whenever you care about the answer. Since a response reuses the request's event name, a ticket is the only thing that distinguishes your answer from an unsolicited broadcast of the same name, or from the answer to an identical request you sent a moment earlier. Conversely, for a request that doesn't answer immediately (below), leaving the ticket off says you aren't waiting for anything.
Responses are not always immediate. cpu.resume, cpu.stepInto,
cpu.stepOver, cpu.stepOut, cpu.runUntil, cpu.runUntilTime,
cpu.nextHLE, cpu.stepping and gpu.stats.feed send nothing back at the
time of the request; what follows later is the broadcast that reports the
actual outcome (cpu.stepping / cpu.resume), which carries no ticket.
input.buttons.press is the odd one out - it answers with the request's own
event name and ticket, but only once the button has been held for the
requested number of frames.
If you would rather not track which those are, ask to be told explicitly:
-> { "event": "client.config.set", "acknowledgeDeferred": true }
-> { "event": "cpu.resume", "ticket": 7 }
<- { "event": "deferred", "for": "cpu.resume", "ticket": 7 }
<- { "event": "cpu.resume" }
With that on, every request draws exactly one immediate reply - a response, an
error, or a deferred - so a client can correlate without a hardcoded list,
including for events added in future versions. It is off by default and must
stay that way: an extra message would break a client that correlates purely by
ticket, and it can't reuse the request's event name because for
input.buttons.press that is exactly what the real, later answer looks like.
Errors look like this:
{ "event": "error", "message": "...", "level": 2, "ticket": 1 }
level is a LogLevel (1=NOTICE, 2=ERROR, 3=WARN, 4=INFO, 5=DEBUG, 6=VERBOSE).
PPSSPP also sends unsolicited ("broadcast") events with no request - see below.
By convention, send a version event right after connecting (see
WebSocket/GameSubscriber.cpp):
{ "event": "version", "name": "my-tool", "version": "1.0" }
PPSSPP responds with its own name/version, and remembers yours (currently
just for internal bookkeeping/future logging). The response also carries
pid (OS process id) and path (the executable/disc currently loaded, or
null), so an automation client can confirm it attached to the instance it
meant to - a port alone doesn't prove that, since a leftover process may still
be holding the port you asked for.
Broadcast (unsolicited) events
Sent without you asking, whenever the underlying state changes:
| Event | Sent when | Source |
|---|---|---|
log |
A new log line is emitted | LogBroadcaster.cpp |
game.start |
A game finishes booting | GameBroadcaster.cpp |
game.quit |
The game is closed/reset | GameBroadcaster.cpp |
game.pause / game.resume |
User opens/leaves the pause menu | GameBroadcaster.cpp |
cpu.stepping |
CPU enters a stepping/break state | SteppingBroadcaster.cpp |
cpu.resume |
CPU resumes from stepping | SteppingBroadcaster.cpp |
cpu.breakpoint.hit |
Any breakpoint trips, whether or not it stops the CPU | WebSocket.cpp |
input.buttons |
Any emulated button changes state | InputBroadcaster.cpp |
input.analog |
An analog stick position changes | InputBroadcaster.cpp |
A client can opt out of specific broadcast categories with
broadcast.config.set ({"disallowed": {"logger": true, "game": true, "stepping": true, "input": true, "breakpoint": true}}),
see ClientConfigSubscriber.cpp. gpu.stats.feed (see below) works the same
way for periodic GPU stats. client.config.set in the same file carries
per-connection settings that aren't about broadcasts - currently just
acknowledgeDeferred, described under "Message protocol" above.
Source line info
Where a game shipped an unstripped ELF, PPSSPP decodes its DWARF .debug_line
and can map an address to a source file and line. cpu.breakpoint.hit and
cpu.stepping carry file/line in the hit object, and hle.backtrace
carries them per frame - which is where it pays off most:
08841f98 move sp,fp mesh.zig:163
0883afa4 li v0,0x0 MenuState.zig:821
088260d8 andi at,v0,0xFFFF State.zig:40
0882a27c andi at,v0,0xFFFF engine.zig:468
Both fields are null when there's no line info for that address, which is the
common case: PRX conversion strips every .debug section, so this never
applies to a commercial game. In practice it means homebrew that ships its
app.elf next to the EBOOT - the same file the companion symbol loader uses -
or a plain .elf you built yourself. It follows bAutoSaveLoadSymbols along
with the symbols.
DWARF 2, 3 and 4 are decoded; version 5 units are skipped with a log line rather than mis-parsed, since it re-encoded the file table. Nothing targeting the PSP emits it today (psp-gcc produces 2, Zig 4).
Emulation speed
game.speed.set drives two independent things:
-> { "event": "game.speed.set", "fastForward": true } // unlimited
-> { "event": "game.speed.set", "percent": 200 } // double speed
-> { "event": "game.speed.set", "percent": 25 } // quarter speed
-> { "event": "game.speed.set", "percent": null } // drop the override
<- { "event": "game.speed.set", "fastForward": false, "percent": 200, "limitFps": 120 }
Percentages are relative to 60 FPS, matching how the in-app settings present the
alternative speeds - so 200 means the same thing in both places. percent
must be at least 1; use fastForward for unlimited rather than 0, so there's
only one way to say it. fastForward wins while it is on, and percent is
remembered underneath it.
limitFps in the response is the frame rate throttling is actually aiming for
once everything - fast-forward, this override, the user's own alternative-speed
hotkeys - has been taken into account, with 0 meaning unlimited. It comes
straight from the function the frame timing itself consumes, so prefer reading
it over inferring the result from the other two fields.
This is a separate channel from the user's own alternative speeds. It
deliberately never touches g_Config, whose speed settings are persisted per
game, so a debugger session can't permanently change what the user configured.
Clearing the override also only stands down from a limit set through this event,
never from one the user set themselves. It resets on every game boot.
The request fails rather than being silently ignored when something else owns the speed: RetroAchievements hardcore mode, or being connected to a network game without "allow speed control while connected".
Headless sets fast-forward at startup and never turns it off on its own, so
game.speed.set works there too - turning fast-forward off makes headless
throttle to real time, which is occasionally useful for a wall-clock repro.
Breakpoint hits
cpu.breakpoint.hit fires every time a breakpoint's condition passes and it has
some action set - including log-only breakpoints, which never stop the CPU.
That's what makes them usable for automation: before this event existed, a
log-only breakpoint's only trace was a line in the log stream.
{
"event": "cpu.breakpoint.hit",
"sequence": 1,
"hit": {
"kind": "exec",
"pc": 142876568,
"address": 142876568,
"hits": 1,
"logged": true,
"paused": false,
"condition": null,
"symbol": "rendering.mesh.Mesh(rendering.Vertex.PspVertex).draw",
"breakpoint": { "start": 142876568, "end": 142876568 }
}
}
The same hit object is attached to cpu.stepping when a breakpoint is what
stopped the CPU, so both can be parsed the same way. It is absent when the
break came from something else (the user pausing, a savestate load, an
exception), so test for its presence rather than for a kind.
Fields common to every kind:
| Field | Meaning |
|---|---|
kind |
"exec", "memory" or "register" |
pc |
The instruction responsible |
address |
Exec: the instruction. Memory: the address actually accessed |
hits |
Total times this breakpoint has tripped, matching *.list |
logged / paused |
Which actions it had - paused false means the CPU kept running |
condition |
The condition expression, or null |
symbol |
Symbol at address, or null - resolved here to save a round trip |
file / line |
Source location of pc, or null. See "Source line info" below |
breakpoint |
{start, end} identifying which breakpoint fired. Absent for "register", whose identity is the register, not an address |
Extra fields for "memory":
| Field | Meaning |
|---|---|
size |
Bytes accessed |
access |
"read" or "write" |
source |
Who performed it - "interpret", "CPU", "HLE", or an allocation tag such as "ThreadFillStack" |
Extra fields for "register": register (GPR index) and registerName
(e.g. "a0").
Note address and breakpoint.start are not the same thing for a memory
breakpoint watching a range - the first is the byte touched, the second is the
range being watched. On cpu.stepping the legacy relatedAddress field keeps
reporting the range start; hit.address is the accurate one.
sequence counts hits produced, not delivered. A connection whose queue backs
up (easy to do with a log-only breakpoint in a hot loop - one can produce tens
of thousands of hits per second) drops events rather than growing without bound,
so a gap in sequence tells a client exactly how many it missed. Turning the
breakpoint category off via broadcast.config.set avoids the traffic
entirely.
Request/response event catalog
Full details (parameters, response shape) are documented as comments above
each handler in the corresponding Core/Debugger/WebSocket/*Subscriber.cpp
file - this is just an index.
| Category | Events | File |
|---|---|---|
| Game/version | game.reset, game.status, game.speed.get/set (emulation speed - unlimited fast-forward, or a percentage of 60 FPS; see below), version |
GameSubscriber.cpp |
| CPU core | cpu.stepping, cpu.resume, cpu.status (reports ticks plus us, emulated microseconds, and clockHz - use us to line up with wall-clock timings, since games change the clock frequency and the ticks-per-second ratio isn't fixed), cpu.getAllRegs, cpu.getReg, cpu.setReg, cpu.evaluate |
CPUCoreSubscriber.cpp |
| Stepping | cpu.stepInto, cpu.stepOver, cpu.stepOut, cpu.runUntil, cpu.runUntilTime (run until a point in emulated time - us absolute or relativeUs from now - and break there; this is how to get a scripted repro reproducibly "N seconds into the game" instead of polling cpu.status in a loop), cpu.nextHLE |
SteppingSubscriber.cpp |
| Breakpoints | cpu.breakpoint.add/update/remove/list, memory.breakpoint.add/update/remove/list, cpu.regBreakpoint.add/update/remove/list (break when a register is written to, by any instruction anywhere - currently GPRs only; interpreter-only, no effect under a JIT backend) |
BreakpointSubscriber.cpp |
| Memory read/write | memory.read_u8/u16/u32, memory.read, memory.readString, memory.write_u8/u16/u32, memory.write. The numeric ones report the result as both value and uintValue - the latter is what cpu.getReg/cpu.getAllRegs call it, so a client can read either without caring which event answered |
MemorySubscriber.cpp |
| Memory search | memory.search - scan a range for a u8/u16/u32/float value or a bytes pattern (with an optional wildcard mask), for narrowing down where an unknown value lives (Cheat Engine style) |
MemorySubscriber.cpp |
| Memory info/annotations | memory.mapping, memory.info.config/set/list/search |
MemoryInfoSubscriber.cpp |
| Disassembly | memory.base, memory.disasm (add compact=true for plain-text lines instead of full per-field objects), memory.searchDisasm (add findAll=true for every match instead of just the first - e.g. "every caller of this address"), memory.assemble |
DisasmSubscriber.cpp |
| GE display list disassembly | gpu.displaylist.disasm - like memory.disasm but for GE command words (CLEARMODE, PRIM, etc.) instead of CPU instructions; also supports compact=true |
GPUDisasmSubscriber.cpp |
| HLE | hle.thread.list/wake/stop, hle.func.list/add/remove/removeRange/rename/scan, hle.module.list, hle.module.saveSymbols/loadSymbols (save/load one module's symbols to/from its standard PSP/SYSTEM/SYMBOLS/<moduleName>_<crc>.ppsym file, shared across any game that loads the same module - see SymbolMap::GetModuleSymbolsPath), hle.game.saveSymbols/loadSymbols (the same for symbols that aren't inside any module - heap, stack, scratchpad, hardware registers - which describe one game's memory layout and so go to a per-game PSP/SYSTEM/SYMBOLS/<gameID>_syms.ppsym instead; see SymbolMap::GetGameSymbolsPath), hle.backtrace |
HLESubscriber.cpp |
| Data symbols | hle.data.list/add/remove/rename - label discovered data (structs, tables, buffers) with a name/type, same idea as hle.func.* but for ST_DATA symbols |
HLESubscriber.cpp |
| Kernel objects | hle.object.list (every live kernel object of every type at once, with an optional type filter - uid/type/name/one-line summary only); hle.eventflag.list/info, hle.mutex.list/info, hle.semaphore.list/info, hle.msgpipe.list/info, hle.callback.list/info (per-type full detail, including waiting-thread lists) - all read-only, never mutate kernel state |
HLEKernelObjectSubscriber.cpp |
| GPU stats | gpu.stats.get, gpu.stats.feed |
GPUStatsSubscriber.cpp |
| GPU recording | gpu.record.dump |
GPURecordSubscriber.cpp |
| GPU buffers | gpu.buffer.screenshot, gpu.buffer.renderColor/renderDepth/renderStencil, gpu.buffer.texture, gpu.buffer.clut |
GPUBufferSubscriber.cpp |
| Input injection | input.buttons.send, input.buttons.press, input.analog.send |
InputSubscriber.cpp |
| Replay | replay.begin/abort/flush/execute/status, replay.time.get/set |
ReplaySubscriber.cpp |
| Client config | broadcast.config.get/set, client.config.get/set |
ClientConfigSubscriber.cpp |
| Log channels | log.channels.list, log.channel.set - query/change a log channel's level (string: notice/error/warning/info/debug/verbose) and/or enabled state; the log event itself (the passive message stream, unaffected by this) keeps its existing numeric level, see LogBroadcaster.cpp |
LogConfigSubscriber.cpp |
Enabling it
- UI: Settings > Tools > Developer Tools > "Allow remote debugger"
checkbox (
UI/DeveloperToolsScreen.cpp). The "Local Server Port" slider on the Networking screen sets the port (shared with Remote ISO sharing;0= auto-pick). - Config:
RemoteDebuggerOnStartup=trueinppsspp.ini(g_Config.bRemoteDebuggerOnStartup) starts it automatically on launch (UI/NativeApp.cpp). - Command line (both application and headless builds):
--debugger=PORT(0= pick a port automatically) - a shared auto-param inCore/CmdLine.cpp/.h(CmdLineMode::Both).ApplyToConfig()setsiRemoteISOPort/bRemoteDebuggerOnStartupfor that run without persisting them to the config file.- A non-zero
PORTis treated as mandatory (WebServerSetRequireExactPort()): if it can't be bound, the server does not silently fall back to some other free port the way the "Local Server Port" preference does, because a client was told to connect there. Headless exits non-zero; the application build logs an error and shows an OSD message but keeps running. Use--debugger=0and read the actual port from theListening on port Nlog line if you'd rather not care which port you get. - On the application build this is exactly like ticking "Allow remote debugger" - the game boots and runs normally, debugger listening alongside it.
- On the headless build (
headless/Headless.cpp) it additionally forcescoreParameter.startBreak = true, so the CPU halts before running anything - useful for setting breakpoints before launch.
- A non-zero
Discovery
For LAN auto-discovery (mainly useful for mobile), the server periodically
reports its (local ip, port) to report.ppsspp.org/match/update (see RegisterServer() in
Core/WebServer.cpp). Clients can query report.ppsspp.org/match/list to
get a list of candidate endpoints on the same network and try connecting to
each in turn.
The bundled web-based JS debugger
assets/debugger/ is a git submodule
(https://github.com/unknownbrackets/ppsspp-debugger.git, bundled branch -
see .gitmodules) containing a prebuilt React app. PPSSPP serves it directly
at /debugger/ (Core/WebServer.cpp's HandleFallback/ServeAssetFile),
so opening http://<ip>:<port>/debugger/ in a browser gets you a full GUI
debugger for free. The actual editable source lives in a different branch of
that same repo (the bundled branch only holds the built output that gets
checked in here).
From reading the minified bundle (assets/debugger/static/js/main.*.js),
it connects like this:
- Manual connect:
new WebSocket("ws://ip:port/debugger", "debugger.ppsspp.org"). - Auto connect:
fetch("//report.ppsspp.org/match/list")for a list of{ip, port}candidates (as registered byRegisterServer()above), then tries each with the same WebSocket call until one succeeds.
Talking to it yourself
scripts/websocket-test.py- old minimal Python one-shot script (needs thewebsocket-clientpip package).Tools/wsdbg/- a small Rust CLI/REPL client for this session's work (seeTools/wsdbg/README.md): connects, does theversionhandshake, and lets you fire off events by hand or from a one-shot command line, printing responses and broadcasts as they arrive. Built and smoke-tested against a live PPSSPP instance while writing this doc.