Files
ppsspp/AGENTS.md
T
Henrik RydgårdandClaude Opus 5 fa577eaa83 Document --re-module in AGENTS.md and docs/reverse-engineering.md
A tool nobody knows about is a tool nobody uses. AGENTS.md gets a short section
pointing at it, plus the two things most likely to be got wrong when reading
the output: that a function's arity can't be inferred from the registers it
reads, since MIPS code passes arguments through untouched, and that a finding
is worth much more when the comment says which module it came from.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-08 15:32:23 -06:00

17 KiB

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.

Detailed guides

The rules below are the short version. These docs hold the detail, look them up when the task calls for it:

Doc When you need it
docs/building.md Build commands for every target (VS/MSBuild, CMake, UWP, legacy Android NDK, libretro), unit tests, pspautotests
docs/debugging.md Driving the WebSocket debugger and PPSSPPHeadless from a script, breakpoint reliability per CPU backend, debugging a game that works on hardware
docs/DebuggerThreading.md Core_RunOnCPUThread / g_frameMutex / shutdown-lock rules - required reading before touching debugger code
docs/HLEModules.md Adding an HLE module or function, and the seven build files a new source file goes in
docs/translations.md Translating UI strings with Tools/langtool
docs/pspautotests.md Workflow for improving PPSSPP using pspautotests
docs/pspautotests-hardware.md Writing a new pspautotest, and running it on a real PSP over PSPLink to record its .expected
docs/frametest.md Framedump rendering tests
docs/WebSocketDebugger.md WebSocket debugger protocol reference
docs/reverse-engineering.md Disassembling a firmware PRX with --re-module, to find out what the hardware actually does

General instructions

  1. Keep style changes minimal unless requested. Follow existing code patterns and conventions.

  2. Keep cross-platform parity in mind when changing shared code. See below for more multiplatform tips

  3. Never git push (to any remote) without asking the user first. Committing locally is fine when asked; pushing requires explicit approval.

  4. Don't write code on master. When asked to make a code change while on master, create an appropriately named branch first (git checkout -b some-descriptive-name) and do the work there. If you're already on a topic branch, just keep working on it.

  5. Never assume a file's line endings - preserve whatever is on disk. Which ending a file has depends on where it was checked out: on Windows everything is auto-checked-out as CRLF, while a Linux checkout leaves files as they are stored, so the same file (.vcxproj, .vcxproj.filters, android/jni/Android.mk, libretro/Makefile.common, this file, much of the source) is CRLF in one working copy and LF in another. Don't hardcode either, and don't "fix" a file's endings to match what a doc claims. If you patch one with a script, read and write with newline='', which keeps whatever was there; reading with Python's default universal-newline translation and writing with newline='' silently converts the whole file, turning a two-line addition into a 5000-line diff. Check git diff --stat before 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.

  6. Don't feed Python to bash -c via a heredoc when the code contains backslashes. The Git Bash / MinGW layer strips one level of backslash escaping on the way in, even with a quoted delimiter (<<'PY'), which normally suppresses all substitution. So the script Python receives is not the one you wrote:

    You write in the heredoc Python actually sees Result
    "\r\n" "\r\n" fine - survives, because you want Python to interpret it
    "\\n" (intending a literal \n in the output) "\n" a real newline is written into the file
    'foo \\\r\n' as a match anchor 'foo \<CR><LF>' anchor silently doesn't match, reported as "anchor missing"

    The tell for the first case is a compiler error like C2001: newline in string literal; the second case produces no error at all, just a patch that quietly did nothing. Both are invisible in the heredoc you wrote.

    The rule: a heredoc is fine as long as every backslash in the script is one you want Python to interpret. The moment you need a literal backslash in the output, stop. Then either:

    • use the Edit tool instead (exact string replacement, no shell in the path - the best option for the common case of "insert a few lines of C++ that contain \n"), or
    • write the script to a file with the Write tool and run python thescript.py, or
    • build the backslash as chr(92) so no literal backslash appears in the heredoc at all.

    Note this is about the Python source, not the data: reading and rewriting a CRLF file with newline='' and \r\n anchors works fine in a heredoc, and is the normal way to patch files here (see rule 5).

Core Safety Checks

  1. For HLE, CPU, GPU, timing, threading, and memory changes, call out regression risks explicitly.
  2. Consider savestate compatibility when changing serialized state.
  3. Never insert an entry into the middle of an HLEFunction array. A savestate stores the syscall opcode, which encodes the entry's index in that array - so inserting anywhere but the end silently repoints every later entry, and old savestates start calling the wrong function. This applies to adding a single function to an existing module, which is when it is easiest to forget: put it last in the array even when alphabetical or NID order would put it elsewhere, and even when the array is otherwise tidily sorted. The same rule governs the order of Register_*() calls in Core/HLE/HLETables.cpp - new modules go at the very end.

Build and validation

  • Linux/Mac: ./b.sh --debug for a full configure+build; after that, just cd build ; make -j32; cd .. for a quick rebuild.
  • Windows: the Visual Studio solution Windows/PPSSPP.sln - always build through it, even if a stray CMake-generated build/ directory exists at the repo root. An agent can drive it with MSBuild.exe (located via vswhere.exe) instead of the GUI:
$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
  • Kill leftover PPSSPPHeadless.exe/PPSSPP*.exe instances before building - one holding the exe makes the link fail with LNK1168, which looks like a build problem and isn't.
  • A stale binary lies consistently. After a git stash cycle that touched a header, do a /t:Rebuild; when bisecting a behavioural change, confirm the binary actually changed before you believe the result.

UWP, the legacy Android NDK build and the libretro core have their own build systems - see docs/building.md, which also covers the above in full.

Testing

After a chunk of work (not after every edit), run both suites:

  • C++ unit tests: build the UnitTest project and run Windows/x64/Debug/UnitTest.exe all (Linux/Mac: configure with -DUNITTEST=ON, run build/PPSSPPUnitTest all). Tests are listed in availableTests in unittest/UnitTest.cpp; pass names instead of all to run a subset.
  • pspautotests (HLE coverage) - run them exactly the way CI does:
python test.py -g --graphics=software

The -g matters: without it you also get tests_next, the expected-to-fail to-do list, and around a hundred failures that mean nothing is wrong. The only meaningful result is 0 tests failed. (The debug-CRT "Detected memory leaks!" dump after the summary line is normal, not a failure.)

New unit tests are added to availableTests; large ones go in their own file in unittest/, listed in both CMakeLists.txt and the Visual Studio project. See docs/building.md for the details and docs/pspautotests.md for a workflow for improving PPSSPP with pspautotest results. To write a new pspautotest and record its .expected from a real PSP over PSPLink, see docs/pspautotests-hardware.md.

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

Reverse-engineering the firmware

When a question about hardware behaviour can't be settled from the docs or from JPCSP - what a field in a codec context means, what a library actually returns when a buffer runs dry - the firmware itself can be read. PPSSPPHeadless --re-module flash0:/kd/libmp3.prx --re-out DIR loads one PRX standalone and writes an annotated disassembly, the export/import tables with NIDs resolved, and a call graph. It needs a firmware dump (--memstick pointing at one; PPSSPP can unpack an updater itself with --unpack-updater).

Full usage, and how to accumulate names in a .ppsym file so the disassembly stays readable: docs/reverse-engineering.md.

Two things to know before trusting what you read there:

  • Don't infer a function's arity from the registers it reads. MIPS code routinely leaves an argument untouched for a callee to pick up, so a function that reads only a0 may well take three. The per-function register evidence block flags this as FORWARDED; follow the callees.
  • Record how you know. A comment saying which module and function a fact came from is worth more than the fact alone, since the next person can re-derive it. Behavioural findings belong in the tree; bulk transcriptions of Sony's code do not.

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_autoParams table in CmdLine.cpp as {offsetof(...), type, longName, shortName, docString, mode}. mode gates the option to CmdLineMode::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. --log is a String "log to FILE" option in Application mode but a Bool "full log output" option in Headless mode; they don't collide because a given Parse() call only matches params whose mode is Both or equal to the current mode).
  • Options that can be repeated (e.g. --ignore TESTNAME, collected into a std::vector<std::string>) or that don't fit the generic single-value table need manual handling in the else if chain inside CommandLineOptions::Parse(), similar to how --graphics= and boot Filenames are handled.
  • ApplyToConfig() is where parsed options get pushed into g_Config/g_logManager; prefer wiring a new option through there so all platforms get it for free, rather than reading CommandLineOptions fields ad-hoc at each call site.
  • NativeInit() in UI/NativeApp.cpp still takes argc/argv (several platform entry points pass them in), but it shouldn't read them directly - by the time NativeInit() runs, CommandLineOptions should 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).

For string sanitation, we already have SanitizeString in StringUtils.cpp - add new modes if needed.

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, as a const HLEFunction <name>[] table registered via RegisterHLEModule(). Two savestate-compatibility rules that break things silently if ignored:

  • New modules are registered at the very end of the registration function in Core/HLE/HLETables.cpp, never inserted alphabetically among the existing Register_*() calls.
  • New entries in an existing module's function table go at the very end of that array too - a savestate captures the syscall opcode encoding the entry's array index, so shifting later entries makes old savestates call the wrong function. See Core Safety Checks above: this holds for any edit to any HLEFunction array, not just when adding a module.

Also: a new .cpp/.c file has to be added to seven build files (CMake, Core.vcxproj + filters, the two UWP projects, android/jni/Android.mk, libretro/Makefile.common); headers to the first five. Full details, the format-string legend and the UWP build command are in docs/HLEModules.md.

Translated UI strings (assets/lang)

When implementing new UI, translations come last, in their own commit after everything else is done. Write the English strings, get the feature built and working, commit that - then stop and ask the user to check the English wording before translating anything.

Don't hand-edit the ~47 language files, and don't run langtool's own AI commands either - do the translating yourself and let Tools/langtool do the file surgery. The workflow is in docs/translations.md.

Debugging

PPSSPP has a JSON/WebSocket debugger and automation API (read/write memory, breakpoints, stepping, GPU state, input injection, log tailing), served at /debugger on the Remote ISO port and enabled with --debugger=PORT on both the application and headless builds. Tools/wsdbg/ is a CLI client for it.

  • Protocol reference and event catalog: docs/WebSocketDebugger.md - read it before changing the interface, and update it when adding commands.
  • Driving it from a script, plus the many headless gotchas (--timeout is for the whole session, -r is ambiguous, exceptions don't reach the log, ...): docs/debugging.md.
  • Breakpoints are most reliable on the interpreter (-i); memory breakpoints only work for constant addresses under the JITs, and register breakpoints never trip there. Table in docs/debugging.md.
  • Before touching debugger code that runs off the CPU thread, read docs/DebuggerThreading.md - Core_RunOnCPUThread() for mutations, g_frameMutex for hot reads, and a lock order that has deadlocked for real when gotten backwards.

Commit message style

Keep commit messages focused, not overly long (although sometimes it's motivated if a single commit is super complex). Do not report things like 100/100 tests passed - that's a given, if tests break you aren't supposed to make a commit.

Omit the session marker.

Making pull requests

Only make pull requests from your branches if the user requests it.

Prefix your PR messages with this: "### Claude says". Also omit the session marker.

Code style

4-wide tabs, not spaces.

Instead of:

printf("%.*s", (int)part.size(), part.data());

we have a macro:

printf("%.*s", STR_VIEW(part));

Style example:

class MyClass {
public:
  MyClass(int memberVar) : memberVar_(memberVar) {}
  int MemberFunc() const {
    int localVar = 0;
  }

private:
  int memberVar_;
  int initializedMemberVar_ = 0;
}

But generally follow the surrounding style. Braces are preferred on the same line. Braces are always used even when they could be omitted due the inner part being just a single line.