Top Gear (SNES) Static Recompilation - Windows Source Release 2.0.0 - Top Gear Definitive Edition This package contains the Top Gear-specific static core and its native Windows Launcher frontend. The ROM is not included. See VERSION.txt for the complete cumulative change list and Docs/CAREER-2.0.0.md for the new Career rules. What "fully static recompilation" means ---------------------------------------- Top Gear is a fully static, ahead-of-time recompilation. Its executable W65C816 game instructions were analysed and translated into fixed native C code before the application was built. The production launcher executes this generated code directly. At runtime, the application does not use a general-purpose SNES CPU interpreter, runtime opcode decoder, dynamic recompiler, JIT compiler, runtime learning system or emulator fallback. Its static CPU authority contains 8,685 normalised processor contexts across 29 fixed-C shards, together with generated ROM re-entry, interrupt and executable-WRAM paths. Unknown execution states stop through fail-closed diagnostics instead of being interpreted. The complete runtime includes: - Generated W65C816 game-code execution. - LoROM mapping, WRAM, open-bus and machine-bus behaviour. - Native PPU, CPU-I/O and controller-port handling. - Native DMA and HDMA operation. - NTSC beam scheduling, refresh, NMI, IRQ and auto-joypad events. - Native Mode 1 menus and HUD rendering. - Native Mode 7 track rendering, OBJ/OAM cars and display objects. - Fail-closed static S-SMP execution and static S-DSP PCM production. - Full-machine snapshots, deterministic framebuffers and runtime diagnostics. - Password-based game progress, matching the original cartridge's lack of battery-backed SRAM. - An accessible native Windows launcher with Win32 presentation, SDL gamepad support and the Jungle Strike/Mesen-derived DirectSound audio frontend. "Fully static" does not mean that races, graphics, music or sound effects are prerecorded. Every frame and audio sample is produced live from player input and current machine state. It means that the game's executable instructions are compiled ahead of time and no interpreter or fallback emulator executes them at runtime. Historical reference backends and development tools are not selectable production paths. If a future static-code coverage gap is found, it must be repaired from verified ROM or audio provenance and rebuilt into the static authority; it will never be covered by enabling a runtime interpreter. ROM requirements Name: Top Gear Region: USA Format: .sfc Size: 524,288 bytes SHA-256: ca9889f17f184b3d99a2eaaa82af73e366f03ed00313fdd369e5e023b208e788 Windows build Use CMake 3.20 or newer and a Visual Studio 2022 x64 toolchain: cmake -S . -B build -G "Visual Studio 17 2022" -A x64 cmake --build build --config Release --target topgear-launcher The build downloads and statically links SDL 3.4.10. Release builds also use the static Visual C++ runtime. Launcher.exe therefore does not require a separate SDL DLL or Visual C++ redistributable. Tests CTest builds the ROM-free API, renderer-instance, hook, audio FIFO, DirectSound settings, Hermite resampler, generated dispatch, project-owned 32-phase DSP, static-audio purity/authority, snapshot and integrity tests by default. With the exact legally obtained ROM it also runs cold-boot, deterministic PCM snapshot continuation and scripted 60-, 120- and 180-second gameplay/audio routes: cmake -S . -B build -G "Visual Studio 17 2022" -A x64 ^ -DTOPGEAR_TEST_ROM="C:\path\to\Top Gear (USA).sfc" cmake --build build --config Release ctest --test-dir build -C Release --output-on-failure Public core API Applications should include static-recomp\include\topgear_static_recomp.h. Historical research receipts and milestone-specific declarations are available only through the opt-in topgear_static_recomp_diagnostics.h header. Source integrity SOURCE-MANIFEST.json inventories the distributable source. GENERATED-PROVENANCE.json records every generated dispatch and static-audio authority file and binds it to the required ROM hash. SHA256SUMS.txt pins all three inventories. Run this check from the source root: py -3 -B tools\integrity_manifests.py Frontend architecture - Native Win32 menus, toolbar and dialogs use standard Windows controls. - Static-core frame rendering passes its core instance through every helper; simultaneous cores cannot overwrite a file-global renderer context. - Win32 presents the stable core framebuffer in windowed or full-screen mode with optional integer scaling. - F8 captures the game framebuffer in windowed mode and the full displayed screen in full-screen mode. - Logs records a detailed text report for fail-closed static-core stops. - Full Static audio remains native 32,040 Hz inside the core. The project-owned S-DSP executes 32 hardware phases with BRR, Gaussian, envelope, noise and echo semantics; PCM knownness, hashes and overflows are exposed in diagnostics. The Jungle Strike/Mesen-derived DirectSound frontend resamples only speaker output to the selected device. It provides the full optional 0-40 ms latency, Hermite/linear/nearest resampler, safety-buffer, ring-buffer, drift, recovery and fade controls; latency is disabled and zero by default. - Keyboard and SDL gamepad bindings are configurable for player one, with one input snapshot applied per emulated frame. Short keyboard presses remain latched until the core consumes one complete frame. - Natural NTSC frame locking is enabled by default. The host advances one absolute deadline per completed frame and rebases after a late frame instead of generating catch-up bursts that can build an audio backlog. The optional title-bar FPS counter is disabled by default. Audio Settings exposes the last live output diagnostics captured before its dialog pauses the game. - A clean release contains Rom and Data. Data stores the separate Career/Rally and Time Trial profiles, Time Trial records, game options and music playlist state. Frontend settings remain beside Launcher.exe. Snapshots, Screenshots, Audio and Logs are created only when first used. Full-machine snapshots (.scsnap) remain available. Documentation Docs\Static Findings.txt is the maintained guide to the commentary and known game-specific data in the static core. Docs\Frontend Architecture.txt documents the Windows presentation, audio, input and portability boundaries. Licensing SDL's license is copied beside Launcher.exe by the build. Static audio provenance and required third-party notices remain beside the corresponding source under static-recomp\static-audio\topgear-bapu-aot.