Frequently asked questions

PSXRecompStudio FAQ

Direct answers about what the project is, what it can do today, and what remains research work.

What is PSXRecompStudio?

PSXRecompStudio is an open-source PlayStation 1 research project for binary analysis, MIPS R3000A validation, static recompilation, and native-porting experiments. It combines managed C#/.NET analysis and application code with a mixed C++/Rust native core behind a stable C ABI.

Is PSXRecompStudio a PlayStation 1 emulator?

It contains interpreter and PS1 Runtime components used as correctness references and execution infrastructure, but its primary goal is static recompilation research rather than shipping a general-purpose emulator frontend.

Can it recompile complete commercial PS1 games into native ports?

Not yet. The project has bounded real-ROM-derived function proofs, whole-corpus coverage reporting, runnable generated-host artifacts, and classified execution paths, but complete commercial-title recompilation remains a research goal.

What input formats can the headless CLI use?

The current CLI accepts PS-X EXE input and supported CHD disc images. CHD input is analyzed through the production disc pipeline to resolve the boot PS-X EXE. See the headless CLI page for commands and limitations.

Does it require a Sony PlayStation BIOS image?

Normal execution targets BIOS-less operation through BIOS HLE. The HLE surface is partial, and unsupported calls fail explicitly rather than silently succeeding. The project does not distribute a Sony BIOS image.

How complete is the PS1 hardware Runtime?

Hardware support is partial. Interrupts, timers, DMA state, guest memory/MMIO, SIO0 register state, SPU register/MMIO state, and a managed GPU model have implemented slices. GPU production integration, SPU audio behavior, CD-ROM, MDEC, GTE, and other evidence-driven gaps remain incomplete. See the Runtime status page.

How does the project validate correctness?

It uses Golden Trace tests, interpreter/recompiler differential validation, deterministic generated artifacts, bounded execution, classified unsupported boundaries, and focused Runtime/native tests. Real commercial inputs are never committed to the repository.

Where is the source code?

The source, Issues, pull requests, tests, and detailed documentation are in the PSXRecompStudio GitHub repository.