Milestone-based research plan

PSXRecompStudio roadmap

The roadmap is organized by technical dependency, not by promised release dates. Priorities may change as validation reveals new constraints.

1. Strengthen the execution foundation

Continue validating R3000A behavior, memory semantics, exceptions, interrupts, and hardware-facing interfaces so later recompiler results can be compared against a trustworthy reference.

2. Expand PlayStation binary analysis

Improve PS-X EXE and disc-image analysis, function discovery, basic-block and control-flow graph extraction, and metadata needed to select recompilation candidates from user-supplied game images.

3. Recompile real-ROM-derived functions โ€” established

Bounded functions from legally supplied real PlayStation inputs now reach the IR, deterministic host-code generation, execution, and differential-validation path. This proves the function-level route and coverage measurement, not complete-game native porting.

4. Grow recompiler coverage โ€” in progress

Whole-corpus reporting now measures lowerable and rejected real-ROM-derived code without candidate-selection bias. The continuing goal is to expand instruction, memory, control-flow, calling-convention, and state-model coverage while preserving deterministic validation.

5. Build runtime and hardware integration โ€” in progress

Production execution, BIOS HLE, interrupt/timer/DMA/memory plumbing, SIO0/SPU register state, and a partial GPU/raster/frame model now exist. Current work focuses on the remaining evidence-driven BIOS and hardware gaps needed for real-title bring-up, including production GPU integration and later CD-ROM/MDEC/GTE/audio behavior as required.

6. Explore full-title native porting

Only after function-level recompilation and runtime integration are sufficiently validated can the project explore end-to-end static recompilation of complete titles. This remains a research objective rather than a current capability or completion guarantee.

Contributing

Current issues, pull requests, tests, and implementation details are tracked in the GitHub repository. Contributors interested in PS1 static recompilation, PSX reverse engineering, MIPS R3000A analysis, validation, C#/.NET, Avalonia, C++, or CMake are welcome to inspect the active work.