bbdb51e2f9a2d2a64b41cf899b0ebaa0ed927c6d
2
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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. |
||
|
|
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. |