Adds the source location column to the breakpoint list, the last of the places worth surfacing line info. Exec breakpoints get a real location; memchecks and register breakpoints get "-", since a watched data range and a register aren't tied to a code address. Fixed a pre-existing misalignment found while adding the column: the register breakpoint row never emitted a cell for the Log column, so every following cell sat one to the left - the register name appeared under "Type", the condition under "OpCode" and the hit count under "Cond", with the last column left blank. It has a Log checkbox now like the other two rows (register breakpoints do support the log action), and the register name moved to Size/Label where the memcheck row puts its size. AGENTS.md gets what this stretch of work turned up: - Most files here are CRLF, including every .vcxproj, Android.mk, Makefile.common and AGENTS.md itself. Patching one with a script that reads with universal newlines and writes with newline='' silently rewrites the whole file - it turned a two-line addition into a 5000-line diff, which is invisible in an editor and obvious in git diff --stat. - Don't pipe Python containing backslashes through a bash heredoc; the quoting mangles them and anchors just fail to match for no visible reason. - Headless registers its own debug-output listener, so exception and crash messages never reach the log - they go to stdout, block-buffered when redirected, and taskkill //F discards the buffer instead of flushing. Give the run a short --timeout and let it exit if you need to read a crash trace. - 0xFFFFFFFF decodes to vflush, a real VFPU instruction, so it's useless as "garbage" for testing illegal-instruction handling. - A wsdbg script has to stay connected long enough for what it asked for; ending with :quit straight after cpu.runUntilTime looks exactly like a broken feature. - Where DWARF line info is and isn't available, since it's much narrower than it sounds. - Corrected the note claiming broadcast.config.set only accepts logger and input; it takes all five categories now. UnitTest 55/55. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
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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
- Never
git push(to any remote) without asking the user first. Committing locally is fine when asked; pushing requires explicit approval. - Most files in this repo are CRLF -
.vcxproj,.vcxproj.filters,android/jni/Android.mk,libretro/Makefile.common,AGENTS.md, and much of the source. If you patch one with a script, read and write withnewline=''; reading with Python's default universal-newline translation and writing withnewline=''silently converts the whole file, turning a two-line addition into a 5000-line diff. Checkgit diff --statbefore committing - a whole-file rewrite is obvious there and invisible in the editor. Prefer the Edit tool, which does exact string replacement and can't do this. - Don't feed Python to
bash -cvia a heredoc when the code contains backslashes. The quoting mangles them, and an anchor string like'...MemBlockInfo.cpp \\\r\n'silently fails to match, so the patch reports "anchor missing" for reasons that aren't visible. Write the script to a file and run that instead, building separators withchr(92)if need be.
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 one or more
specific tests by passing their names instead of all (space-separated, e.g. UnitTest.exe CmdLine Path Utf8); no arguments lists the available tests.
After a git stash/git stash pop that touches a header, do a /t:Rebuild rather than trusting
the incremental build. Stashing rewrites files with timestamps that can leave objects looking newer
than the header they were compiled against, so adding or removing a class member produces a binary
where translation units disagree on the object layout. That shows up as UnitTest.exe segfaulting
before it prints anything, for every test including ones unrelated to the change - which looks like
a catastrophic code bug and is not one. If a build starts crashing inexplicably right after a stash
cycle, rebuild before investigating anything else.
Known environment-specific issue: in at least one sandboxed dev environment, the Jit test
(unittest/JitHarness.cpp) hangs indefinitely specifically during the CPUCore::JIT_IR
phase - confirmed unrelated to source changes (reproduces identically on unmodified checkouts)
and not a memory-access fault (Memory::HandleFault is never entered). Root cause wasn't
pinned down further (would need a native debugger attached to the hung process, not available
in that environment) but is very likely specific to that sandbox rather than a real PPSSPP
bug, since CI runs the equivalent of UnitTest.exe all on every commit across multiple
platforms without apparent issue. If all/Jit hangs in your environment, run every other
test by name instead (skip Jit) to still get real coverage.
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 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.
A unit test is often the first thing to call a given function from outside its own .cpp, which makes the
ppsspp_unittest target in the legacy Android build (android/jni/Android.mk, see above) the strictest check
we have: MSVC links an inline function defined in a .cpp anyway, clang correctly does not. So a test can
build and pass on Windows and fail to link only on Android CI, with an undefined symbol pointing at a header
line. Fix it by dropping the bogus inline from the definition, not by avoiding the call.
pspautotests are a large set of tests of the PSP OS's API surface, and thus tests our HLE implementation.
To check for regressions, run them exactly the way CI does (see .github/workflows/build.yml):
python test.py -g --graphics=software
The -g matters. test.py keeps two lists: tests_good (the regression set - these pass and must keep
passing, ~314 of them) and tests_next (work-in-progress tests that are expected to fail, i.e. the to-do list).
-g runs only tests_good; with no flag you get tests_next + tests_good and around a hundred failures that mean
nothing is wrong. Don't go hunting those, and don't report them as regressions - the only meaningful result from
-g is 0 tests failed. (-b runs only tests_next; -m prefix-filters whichever list is selected.)
Note the runner prints a debug-CRT "Detected memory leaks!" dump after the summary line on Windows debug builds.
That's normal and not a test failure - read the N tests passed, N tests failed line, which comes before it.
See docs/pspautotests.md for a workflow for running pspautotests and improving PPSSPP with the results.
Framedump rendering tests (frametests)
There is a rendering test system that replays GE frame dumps (.ppdmp) through PPSSPPHeadless and compares
the output against reference images, driven by the frametests.py script and a JSON config per test set.
When changing rendering code, consider running these tests. See docs/frametest.md for full documentation.
Note: headless/Compare.cpp reads back framebuffers top-down; the flip to bottom-up is only applied when
writing BMPs (and when reading BMP references). TranslateDebugBufferToCompare also exists as a copy in
libretro/LibretroGraphicsContext.cpp - keep the two in sync.
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 seven places:Core/CMakeLists.txt,Core/Core.vcxproj,Core/Core.vcxproj.filters,UWP/CoreUWP/CoreUWP.vcxproj,UWP/CoreUWP/CoreUWP.vcxproj.filters,android/jni/Android.mk, andlibretro/Makefile.common. New.hfiles need the first five (everything exceptAndroid.mk/Makefile.common, which are plain compiled-source lists so headers don't go in them). Double check each by hand against how an existing neighboring file (e.g.sceVaudio.cpp) is listed. Forgetting the UWP entries is easy to miss - the CMake and MSBuild (Core.vcxproj) builds both succeed silently, and it only surfaces as a UWP-only build failure (this has happened for real:Core/MIPS/InterpreterDispatch.cpplanded without its UWP entries, and the omission wasn't caught until someone actually built the UWP project). Note: New files in the unittest project have to be updated in the unittest part in android/jni/Android.mk.Both the CMakeLists.txt change (via a Linux/Mac build) and the
Core.vcxproj/UWP changes (via MSBuild on Windows) can actually be build-tested, not just eyeballed - see "Build and Validation" above for the main Windows solution, and for UWP specifically:$installPath = & "C:\Program Files (x86)\Microsoft Visual Studio\Installer\vswhere.exe" -latest -property installationPath $msbuild = "$installPath\MSBuild\Current\Bin\MSBuild.exe" & $msbuild "UWP\PPSSPP_UWP.sln" /t:CoreUWP /p:Configuration=Debug /p:Platform=x64 /m(only
android/jni/Android.mkandlibretro/Makefile.commongenuinely can't be build-tested here - see their respective sections above for what verification is possible for those.)
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).
The bundled branch only holds built output, so assets/debugger/static/js/main.*.js in this tree is minified -
don't try to answer "does the web GUI use this event/parameter?" by reading it, the identifiers are mangled and you
will guess wrong. The unminified source is at https://github.com/unknownbrackets/ppsspp-debugger (default branch,
not bundled) - fetch or grep that when you need to know what the official client actually sends, e.g. before
changing or removing part of the protocol.
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.
Driving a headless debugger session (gotchas)
A working invocation, and the traps around it:
./Windows/x64/Debug/PPSSPPHeadless.exe -i --debugger=34567 --timeout=100000 --graphics=software --log \
--root pspautotests/tests/../ pspautotests/tests/cpu/cpu_alu/cpu_alu.prx > hl.log 2>&1 &
# wait for "Listening on port" in hl.log, then:
./Tools/wsdbg/target/release/wsdbg.exe 34567 --sync --sync-timeout 15 < script.txt
-
--timeoutis wall-clock seconds for the whole session, not per test - the default is infinity, but as soon as you pass one it applies to your whole interactive debugging session too. Pass something huge (--timeout=100000); otherwise the process printsTIMEOUTand exits out from under you mid-session. (There's an escape hatch: the deadline check is skipped whileIsDebuggerPresent(), i.e. under a native debugger.) -
Prefer
--debugger=0and scrapeListening on port Nfrom that run's own log over hardcoding a port. Alsotaskkill //F //IM PPSSPPHeadless.exebetween runs for hygiene (Git Bash here has nopkill) - leftover instances are easy to accumulate when a script leaves the CPU stopped at a breakpoint.Some history, because it silently produced a round of bogus results before it was fixed:
Common/Net/HTTPServer.cppused to setSO_REUSEADDR, which on Winsock means "allow binding a port someone else is already listening on" (unlike POSIX, where it only covers TIME_WAIT). Two instances would both bind the same explicit port and both logEntering web server loop. Listening on port 34567, with the winner of any given connection undefined - so a client aimed at a fixed port could end up driving a leftover process running a different binary, CPU backend, or game. It'sSO_EXCLUSIVEADDRUSEon Windows now, so the second bind fails honestly, and a non-zero--debugger=PORTthat can't be honored is fatal in headless (exit 1) instead of falling back to a random port. If you still suspect you're talking to the wrong process, theversionresponse carriespidandpath- check them. -
The headless build defaults to JIT (
Headless.cpp,CPUCore cpuCore = CPUCore::JIT), despiteg_Config.iCpuCorebeing force-set to INTERPRETER just above -ApplyToConfig()has the final say. Pass-ifor the interpreter. -
-ris ambiguous in headless: it's both "use IR interpreter" (legacy short cpu-core flag) and--root's short form. Passing-rmakes it eat the next argument as the root path, silently dropping e.g.--debugger=PORTso the server never starts. Use--cpu=irinstead. (-i,-j,-Jare unambiguous.) -
When a test finishes, headless exits and the WebSocket connection closes (
CloseFrame { code: Away }). So "the connection just closed" after acpu.resumenormally means the breakpoint you were counting on never tripped and the game ran to completion - not a transport problem. -
Some events deliberately never respond while the CPU is stepping, so
--syncwill burn its full timeout on them:gpu.stats.getandgpu.stats.feed(documented - they answer after the next flip),gpu.record.dump, andinput.buttons.press(waits for N frames). Resume the CPU first, or skip them in scripted runs. -
Log broadcasts drown scripted output. Send this first:
{"event":"broadcast.config.set","disallowed":{"logger":true,"input":true}}. Notewsdbg'skey=valueshorthand can't build nested objects - paste raw JSON lines (any line starting with{is sent verbatim) for those. -
Keep wsdbg scripts in files and pipe them in, rather than building JSON inline in a shell command - inline
{"event":...}in a bash heredoc trips Claude Code's command analyzer ("brace with quote character") and forces a manual approval prompt for every single invocation. -
--synccan only match a response to a request that carries a ticket, and wsdbg only assigns tickets to itskey=valueshorthand. A raw JSON line (needed for nested params) gets no ticket, so--syncjust waits for the next message and treats whatever broadcast arrives first as the answer, silently desynchronising the rest of the script. Use the shorthand wherever the parameters are flat. Hex works there:memory.disasm address=0x08804000. -
Headless reports
SYSPROP_HAS_DEBUGGERas false (onlyWindows/main.cppimplements it), so anything gated on it does nothing there -LoadSymbolsIfSupported()inCore/System.cpp, for instance, doesn't load.ppmap/.symat all under headless. Gate new debugger-adjacent features on their own config flag, not on that property. -
Headless defaults its memstick to
memsticknext to the executable (Headless.cpp). Pass--memstick=DIRto point it at a real one instead - e.g. the same directory the app build uses - rather than copying a game in. -
Kill leftover instances (
taskkill //F //IM PPSSPPHeadless.exe) before building - a running one makes the link step fail withLNK1168: cannot open ... for writing, which looks like a build problem and isn't. -
Don't wrap a script that starts headless in
timeout- when it fires it takes the emulator down with it, and if the emulator was stopped at the crash you were investigating, that state is gone. Let the launcher exit and leave the process running; wsdbg can reconnect to the same port as many times as you like. -
Response field names are not uniform:
memory.read_u32answers withvalue, whilecpu.getReganswers withuintValue. A parser defaulting a missing key to 0 will quietly report zeroes - read the handler's comment inCore/Debugger/WebSocket/*Subscriber.cpprather than guessing. -
broadcast.config.setaccepts all five categories now (logger,input,game,stepping,breakpoint); it used to rejectgameandsteppinguntil each had happened to fire once. -
A script has to keep the connection open long enough for what it asked for to happen.
cpu.runUntilTimefollowed immediately by:quitdisconnects before the run even starts, and it looks exactly like the feature not working. End with a:wait cpu.stepping <seconds>. -
Exception and crash messages do not reach the log in headless. It registers its own debug-output listener (
SendDebugOutputinheadless/Headless.cpp) thatfwrites to stdout, which is block-buffered when you redirect it to a file - so the output sits in the CRT buffer while the process runs, andtaskkill //Fthrows it away rather than flushing. To actually read a crash trace, give that run a short--timeoutandwaitfor the process to exit on its own. -
0xFFFFFFFFis not an invalid instruction - it decodes tovflush, a real Allegrex VFPU op, so writing it over code to test illegal-instruction handling just runs it. Check what an encoding actually is withmemory.disasmbefore assuming it's garbage; the interpreter raisesExecExceptionType::ILLEGALonly whenMIPSGetInstructionhas no interpreter for it (tge/tlt/teqand friends). -
To line input injection up with a wall-clock repro, use
cpu.status'susfield (emulated microseconds), notticks. The PSP's clock frequency is changeable and games do change it - CrossCraft Classic runs at 333MHz, soticks / 222000000is off by a factor of 1.5.clockHzis reported alongside.
Debugging a game that works on hardware but not in PPSSPP
First, turn on bAutoSaveLoadSymbols (--auto-save-load-symbols in headless): when homebrew ships its
unstripped ELF next to the EBOOT (app.elf alongside app.prx, common for Zig/Rust/SDK homebrew), PPSSPP loads
the function and data names out of it, so the disassembly reads world.init_empty instead of z_un_088c00f0.
prxgen strips the symbol table on the way to the PRX, which is why the loaded module has none of its own.
The same flag also loads DWARF line info from that ELF (Core/Debugger/LineInfo.h), so addresses turn into
mesh.zig:163 in backtraces, crash traces, breakpoint hits and log lines, both call stack views, and the
disassembly status bar. Availability is narrow and worth knowing before relying on it: PRX conversion strips
every .debug section, verified across all 437 pspautotests .prx and CrossCraft's own app.prx, and of 24
installed homebrew EBOOTs none carry debug info - CrossCraft only does because it ships app.elf separately.
So it's there for homebrew you're developing (or a plain .elf you built), never for a commercial game. DWARF 2
through 4 are decoded (psp-gcc emits 2, Zig 4); v5 re-encoded the file table and its units are skipped with a
warning rather than mis-parsed.
That same file is also a ground-truth oracle for anything the loader computes. It still has the symbol table (so
an address can be turned into a
function name) and the full .rel.* sections with symbol indices, which the PRX format throws away. That makes it
possible to check the emulator's work exhaustively offline - for the HI16/LO16 relocation bug, "does the address
this pairing produces land inside the section its symbol belongs to" turned a guess into a measurement over 8589
relocations, and immediately showed that the first fix attempt scored worse than the code it replaced.
Reach for that before trying to reason a fix out of a disassembly. A few dozen lines of Python over the ELF beats re-running the game.
Debugger threading model (Core_RunOnCPUThread / g_frameMutex)
CPU-thread-owned debugger state (g_breakpoints, g_symbolMap, g_disassemblyManager, registers,
memory, kernel threads) used to be touched directly from other threads (the WebSocket handler
thread, and the legacy Win32 debugger's message-pump thread) with no synchronization. Two
mechanisms now exist for doing this safely - pick based on whether you're mutating or just reading:
Core_RunOnCPUThread(func)(Core.h/Core.cpp) - queuesfuncto run on the CPU thread, blocking the caller until it's done. Use for mutations (breakpoint add/remove, register/memory writes, symbol map edits, stepping requests, thread wake/kill). Drained at the top of everyCore_RunLoopUntil()iteration, so it's reached whether the CPU is running or stepping/paused; runs immediately if already called from the CPU thread. Two hard rules learned the hard way: never put a modal Win32 dialog call (MessageBox,DialogBoxParam,InputBox_GetString,SomeDialog::exec()) inside the queued lambda - it would block the CPU thread on user input, so split the function into "read/decide", "show modal", "mutate" pieces instead. And never callSendMessage()targeting one of your own GUI-thread windows from inside the lambda - the calling GUI thread is blocked waiting on the CPU thread rather than pumping messages, so a cross-threadSendMessage()back to it deadlocks; keep such calls outside the lambda instead.g_frameMutex(Core.h/Core.cpp) - a plainstd::mutex, held byNativeFrame()(UI/NativeApp.cpp) only across the span where it actually touches that state (g_breakpoints.Frame()throughg_screenManager->render()- whereCore_RunLoopUntil()/actual CPU stepping happens - throughrunImDebugger/renderImDebugger), not across input handling or the present/frame-pacing waits. Use for reads invoked very frequently (WM_PAINT, a list reload triggered on every debugger-state-changed notification) where routing throughCore_RunOnCPUThreadwould be too slow/heavy. The legacy Win32 debugger windows do this now - seeCtrlRegisterList::onPaint,CtrlDisAsmView::onPaint,CtrlMemView::onPaint,CtrlBreakpointList::reloadBreakpoints,CtrlThreadList::reloadThreads, etc. inWindows/Debugger/*.cpp.
Architecture fact that makes g_frameMutex correct: regardless of graphics backend, NativeFrame()
(and thus CPU emulation via Core_RunLoopUntil(), and the Dear ImGui debugger) always runs on the
same thread - see Core/EmuThread.cpp. When a backend needs its own thread for actual graphics
API calls (GraphicsContext::NeedsSeparateEmuThread() - true for OpenGL, SDL, headless, libretro,
Qt; false for D3D11/Vulkan on Windows), the original thread stays behind purely to pump
graphicsContext->ThreadFrame() (i.e. just executes queued graphics API calls), and a newly
spawned thread takes over NativeFrame()/game logic/CPU duty. So UI/ImDebugger/*.cpp is always
safe to read/write this state directly, without either mechanism - it's always on the same thread
as Core_RunLoopUntil(). The legacy Win32 debugger is different: its dialogs are pumped by the
original WinMain message-loop thread, which is a genuinely separate OS thread from whichever
thread ends up running NativeFrame()/CPU, regardless of backend (this split happens one level
above the NeedsSeparateEmuThread() branch) - that's the whole reason it needed this mechanism.
Update (2026-08-08): both BreakpointManager's and SymbolMap's internal mutexes have been
removed after auditing every touchpoint across the codebase (WebSocket subscribers,
Windows/Debugger/*.cpp, Windows/MainWindowMenu.cpp/Windows/MainWindow.cpp main-window menu
items, Core/Core.cpp's free-threaded Core_Break/Core_Resume, UI/ImDebugger/*.cpp,
JIT/interpreter backends, Core/Debugger/MemBlockInfo.cpp) and confirming each is covered by one of
the two mechanisms above or is already on the CPU/NativeFrame thread. Notably, Windows/main.cpp's
SortSymbols() calls (fired from System_Notify(BOOT_DONE)/System_Notify(SYMBOL_MAP_UPDATED))
turned out to already be safe without any change - both notifications are only ever fired from the
CPU/NativeFrame thread (UI/EmuScreen.cpp, Core/HLE/sceKernelModule.cpp), despite an old comment
there claiming reliance on the (now-removed) internal lock. Qt/mainwindow.cpp/Qt/QtMain.cpp
still poke at g_symbolMap directly and unguarded on the Qt UI thread - a pre-existing issue,
deliberately left alone since Qt isn't a maintained backend and is slated for removal; removing the
lock doesn't change SymbolMap's public API, so Qt still builds, just without that safety net.
GPU/Common/GPUDebugInterface.cpp (GE debugger expression evaluation) and Core/MemFault.cpp
(crash-time diagnostics) also touch g_symbolMap and were deliberately not audited this round -
different subsystem / best-effort-by-nature respectively, follow up if they ever come up.
Two more things found while doing this:
Core_RunOnCPUThread()'s queue is only drained whereCore_RunLoopUntil()runs, which requires a game to be loaded (it's called fromEmuScreen::render()). CallingCore_RunOnCPUThread()while at the main menu with nothing loaded used to hang forever. Fixed by also calling the (now public)Core_ProcessCPUQueue()directly fromNativeFrame(), right beforeg_screenManager->render(), inside the sameg_frameMutex-locked span - so it always runs, not just while a game is active.- Lock-ordering rule: because
Core_ProcessCPUQueue()is called from insideNativeFrame()'sg_frameMutex-locked span, anyCore_RunOnCPUThread()lambda that itself tries to lockg_frameMutex(directly, or indirectly - e.g. by calling something likeCDisasm::NotifyMapLoaded(), which locks it internally) will deadlock. Keep such calls outside the queued lambda, same as the modal-dialog andSendMessage()rules above.
Lock ordering: g_frameMutex before Core_LockAgainstShutdown(), always
Core_LockAgainstShutdown() / CoreShutdownLock (a recursive_mutex, g_shutdownLock in
Core/Core.cpp) is held across CPU_Shutdown() and Memory::Reinit(), i.e. while the core is
going away. Take it on any thread other than the CPU thread before reading core state - emulated
memory, the symbol map, kernel objects - so none of it is freed mid-read. It was called
Memory::Lock() and only covered the memory map; the name misled people into thinking it was about
memory access. When a function needs both it and g_frameMutex, take g_frameMutex first.
The CPU thread's order is structural and can't be changed: NativeFrame() wraps everything below it
in g_frameMutex, and several things under there lock memory - Core_ProcessCPUQueue() running a
queued WebSocket handler, and runImDebugger() -> ImMemView -> DisassembleRange(). So the
GUI-thread side is the one that has to match. (Getting it backwards deadlocked for real: a paint
handler held the memory lock and waited for g_frameMutex while the CPU thread did the reverse.)
Also: a Core_RunOnCPUThread() callback does not need Core_LockAgainstShutdown() - teardown only happens
on the CPU thread itself (Memory::Shutdown() via CPU_Shutdown() <- PSP_Shutdown(), all callers
on that thread; Memory::Reinit() from Memory::DoState() on savestate load). Don't add one.
The general rule behind both of these: never make the CPU thread wait for a thread that is (or may
be) waiting on the CPU thread. Core_RunOnCPUThread() blocks until the CPU thread drains the
queue, so anything the CPU thread might block on must not be held across such a call. The WebSocket
debugger's lifecycleLock hit exactly this - it was held across a whole event handler, and the CPU
thread took it in Core_NotifyLifecycle(STOPPING), so stopping a game with a debugger request in
flight hung both threads. That lock is gone now; the rule is what's left of it.
The WebSocket debugger no longer has any lock guarding it against startup/shutdown, and must not
grow one back. The invariant instead is: a handler either does its emulator-state access inside
Core_RunOnCPUThread() - which serializes it against startup and teardown, since those run on the
CPU thread too - or touches only state that carries its own lock (the log ring buffer, ctrlMutex,
GPUStepping's pause-action rendezvous). When adding a subscriber, put the core access in the
queued callback, including the isAlive()/IsValidAddress() checks: answering those outside it
just means acting on an answer that may already be stale.
game.* and cpu.stepping/cpu.resume are pushed rather than polled - WebSocketDebuggerTick()
(called from Core_ProcessCPUQueue()) notices the transition on the CPU thread, formats the event
there, and drops it in a per-connection mailbox. Don't add a broadcaster that reads emulator state
from the connection's own thread; produce the event on the CPU thread and push it instead.
The Win32 debugger's GUI-thread readers do still need it, so don't "simplify" those away:
teardown is not yet fully inside the g_frameMutex span. EmuScreen::render()'s PSP_Shutdown() is
inside it, but the ones in EmuScreen::sendMessage() (REQUEST_GAME_RESET, loading a new game) run
from g_screenManager->sendMessage() in NativeFrame(), which sits above where the guard is
taken. Closing that hole - moving those shutdowns inside the span, or deferring them to render time -
is the prerequisite for dropping the shutdown lock from the debugger entirely.
Painting-problem design history, in case a similar tradeoff comes up elsewhere: routing every paint
through Core_RunOnCPUThread was rejected as too slow for something invoked continuously. A
per-window snapshot/cache with a per-row-rechecked Core_IsStepping() guard was tried first and
worked, but still had a narrow TOCTOU race (the CPU could resume between the check and that row's
reads) and the per-row-recheck pattern itself wasn't liked. Settled on g_frameMutex instead -
simpler, and actually race-free rather than just lower-risk. CtrlRegisterList shows live values
always now, grayed out by color alone (not cached) while the core is running, since a
constantly-moving value isn't meaningful to read closely anyway.
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, and we're trying to make the JITs as reliable, but are maybe not quite there.
Concretely, as measured against the headless build (2026-08-16), per CPU backend:
interpreter (-i) |
JIT (-j) / IR JIT (-J) |
|
|---|---|---|
cpu.breakpoint.* (exec) |
works | works |
cpu.stepInto/Over/Out, runUntil, nextHLE |
works | works |
memory.breakpoint.* (memchecks) |
works | only for constant addresses - see below |
cpu.regBreakpoint.* |
works | never trips (as documented) |
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 ..