Commit Graph
3 Commits
Author SHA1 Message Date
ReaperOfVeriod 4e90c282ad Make the tie record relocation a command, and verify it on two levels
The relocation rule from the previous commit was established by a script that
lived in a shell history, which means the next person would have had to
rediscover it. It is now `gc-trace verify-tie-records <unpacked-dir> <level>
<class> <lod> <src>`: resolve the class, parse the block, search the RAM image
for the loaded record table, report what it found, and exit 0 only when every
record's pointer has become table + word and every field byte is verbatim.

Swept over every (class, lod) slot of two levels, from PCSX2 savestates:

  level 0: 87 slots with a block, 87 verified, 0 mismatched, 61 absent
  level 1: 104 slots with a block, 104 verified, 0 mismatched, 78 absent

So the rule holds on every LOD block of two levels the game had loaded, which
is what makes the record layout a finding rather than a reading of one block.

Writing the command also caught an off-by-one in the parser it exercises:
TieBlockHeader::records started its slice after the 16-byte header, but the
header IS the first record -- the table runs from the block start to
data_offset, and a block with data_offset 0x50 holds five records, the first
being the header itself and its pointer naming where the payload begins. Found
because the tool's first run relocated nothing while the same check in a script
had passed; the unit test fixture was wrong in the same way and is fixed.

Two operational notes now in the format doc: the live emulator is not a stable
input (verifying level 1 over PINE matched 104 of 104 while the user was on
that planet, and the same command minutes later found no matching copy because
they had returned to level 0 -- a miss there is not a counterexample, so the
report says "no copy matched" rather than "failed"), and a class index past the
table count is an error rather than a mismatch, so a sweep should stop at the
level's class count rather than a round number.
2026-10-12 15:24:48 +02:00
ReaperOfVeriod 69a8398f6e Verify the tfrag lighting magnitudes against the running game
The harness that compares the port against the game's own memory existed but
had never been compiled: tools/trace did not build (27 errors, all in the
argument plumbing), and the tfrag_light.rs light-bank correction it motivated
was unverified. This finishes it and runs it, and the run finds two real bugs.

Result, on level 0 against three inputs -- the live emulator over PINE and two
PCSX2 savestates from the same level, agreeing byte for byte:

  headers matching the disc on invariant bytes: 833/833
  data pointers relocated as table + disc offset: 833/833
  light bank in RAM at 0x50ab20, byte-identical to the disc's
  vertices compared: 40600 (162400 colour bytes)
  equal: 162400 (100.00%)

The locator finds the level's tfrags block in RAM by tfrag 0's bounding
sphere and accepts a candidate only when every header matches the disc on the
bytes the game leaves alone and every data pointer is the relocated form, so
"the block was found" is itself a verification rather than an assumption. The
bank is searched in RAM by its exact section bytes, which is what settles its
framing: offset at +0x04, an i32 set count, twelve bytes of pad, then the sets.
The previous reading (offset at +0x00, count at +0x04) was wrong.

Two bugs the comparison found, both of which produced plausible output:

1. vertex_normal_bits negated x and y and left z positive, while
   NormalTable::normal negates all three. dA came out -0.707 where the game
   had +0.707, so max(dA, dA*wA) took the wrong branch and every vertex lit
   near its base colour: dark, but not wrong-dark. 95.88% agreement with the
   bug, 100.00% without.
2. A record whose select names a set the bank lacks drew transparent black.
   The game writes the record's base colour; 3,130 of level 0's 40,600
   vertices do this (select 0x000f, set 15 -- a runtime slot the level's
   directional bank does not have). The vertex is unlit, not invisible.

Both are now regression tests in the engine. The comparison prints the pass's
per-vertex terms (light_vertex_terms) for the first mismatches, because a
colour mismatch alone cannot be attributed and the comparison is worthless
without attribution -- that is how the second bug was identified from a
three-line read rather than guessed at.

Docs: docs/plan/pcsx2-verification.md records the harness, the result, the
two bugs and what to compare next; roadmap and level-assets.md stop carrying
lighting magnitudes as an open item. Findings reach tests only as numbers --
no test reads a savestate, a dump or a live emulator.
2026-10-11 19:51:25 +02:00
ReaperOfVeriod a02f79a6d1 Initialise native Rust port of Ratchet & Clank: Going Commando
Sets up the foundation for reimplementing the PS2 game in Rust rather than
emulating it. Nothing is implemented yet; this is the scaffold, the verified
target and the working agreements that keep a long project coherent.

Target disc, verified against a real image:

  SCUS_972.68 v1.01, USA Black Label, NTSC 60 Hz
  boot ELF 2,618,684 bytes, SHA-1 bacda860...d098a77, entry 0x00131AE8

The entry point independently matches the value recorded by the rac2-gc-decomp
community reference, which cross-confirms the identification. This is the exact
build the upstream research pins; Greatest Hits v2.00 is a different binary and
is not the target. NTSC matters beyond label compatibility: PAL discs run 50 Hz,
which would make chargeboots and other speed-sensitive movement run at 5/6
speed. Verifying the disc before writing movement code avoids discovering that
in Phase 5.

Contents:

- Five-crate workspace (formats, extract, game, video, engine) on Bevy 0.19.1,
  matching the version ReRAC uses so its Graphics Synthesizer and VU work stays
  portable. `cargo check --workspace` is clean.

- tools/identify-disc.py, which reproduces the identification against any
  disc image and distinguishes a truncated dump from a non-PS2 image.

- .githooks/pre-commit, refusing game data from entering git history: disc
  image extensions, asset directories, container signatures at offset 0, and
  files over 50 MiB. Verified against seven cases including a disc image
  renamed to look like source. Now that this pushes to a remote, this matters
  more than it would have locally.

- AGENTS.md, the operating agreements: no game data ever, reproduce the PS2
  float model rather than approximating it, bound every read, verify against
  the real disc.

- PROVENANCE.md, recording that this follows ReRAC (ISC) and learns from
  rac2-gc-decomp (MIT). Wrench is used as a written specification only and no
  GPLv3 code is copied, since that would relicense everything derived from it.
  RAC2Decomp is explicitly not used: its provenance is disputed in the upstream
  community reference, and it targets the wrong region.

- docs/roadmap.md, phased so the riskiest unknowns are retired early. The two
  that matter: overlay relocation transfers from ReRAC and makes 27 level
  overlays tractable, while VU1 microcode is binary and is the hardest single
  item. Phase 5 is a deliberately scoped Veldin vertical slice as the go/no-go.
2026-10-09 15:42:10 +02:00