# AGENTS.md — working agreements for this repository Guidance for coding agents and for anyone picking this up cold. Read this before changing anything. ## What this project is A from-scratch native PC reimplementation of **Ratchet & Clank: Going Commando** (PlayStation 2, 2003), written in Rust. The game is **reimplemented**, not emulated and not translated: there is no MIPS interpreter and no CPU emulator anywhere in this repository. The goal is a build that plays the game the way the original does. "Close enough" is not the bar — the point is that it feels like the game you remember. ## Hard rules ### 1. No game data in this repository. Ever. Not the ISO, not extracted assets, not textures, not models, not audio, not BIOS dumps, not SDK binaries. Not in a branch, not in a stash, not "just for a test". - Everything is covered by `.gitignore`. - `.githooks/pre-commit` blocks disc images, asset directories, container signatures and files over 50 MiB. It is activated via `git config core.hooksPath .githooks` — **check that this is still set** in a fresh clone, or run `git config core.hooksPath .githooks`. - To undo the hook for a legitimate source change: `git commit --no-verify`. Legitimate source changes should not need it. - Game data is an **input**, supplied by the user from their own legally obtained disc. Repositories that need the disc state its serial and hashes. ### 2. Reproduce the PS2 float model. The Emotion Engine's FPU is not IEEE-754. It has **no denormals**, and rounding and exception behaviour differ from x86 in ways that are visible in gameplay. Gameplay and animation maths must model this deliberately rather than using Rust's native `f32` and hoping. When porting a routine, find out how the original computes it and reproduce that, including the odd cases — ReRAC's reference implementation deliberately reproduces a "post-scale list bug" in the moby animation evaluator because doing so is what makes the result match. Do not "fix" something that looks like a bug until you have confirmed the original does the same thing. Fidelity beats correctness. ### 3. Verify against the real disc, not against a guess. A parser is correct when it round-trips your own disc's bytes, checked by hash. Commit size-and-hash tables (never content) so a test can assert "this matches retail" rather than "this matches whatever was on my disk". ### 4. Bound every read. Asset data is untrusted input from a 2003 disc format. Parsers return typed errors; they never panic and never read past the end of a buffer. ## Orientation Read these before working in an unfamiliar area: | Path | What it is | |---|---| | `docs/disc-identification.md` | Which disc we build against, verified | | `docs/roadmap.md` | Phases, gates, and what is done | | `docs/plan/` | One file per subsystem, written **as work proceeds** | | `docs/formats/` | Format specs, written **as formats are reversed** | | `PROVENANCE.md` | Upstream projects we build on, and their licences | | `vendor/reRAC/` | Pinned reference checkout (not tracked) | ## Crates | Crate | Responsibility | |---|---| | `gc-formats` | Parse asset formats into plain Rust values. No I/O beyond the caller's buffer. | | `gc-extract` | Disc pipeline: identify, unpack, verify. | | `gc-game` | Game logic: hero, weapons, classes, progression, saves. | | `gc-video` | IPU/MPEG-2 decode. | | `gc-engine` | Bevy app: GS, VU0/VU1, renderer, frame loop. | The dependency direction is `gc-formats` ← `gc-extract`; `gc-formats` ← `gc-game` ← `gc-engine`; `gc-video` ← `gc-game` ← `gc-engine`. `gc-formats` depends on nothing of ours. Do not invert these — a format parser that can reach into the engine cannot be tested in isolation. ## Conventions - Rust 2021 edition, workspace inheritance for all shared config. Do not hardcode a version in a member crate. - `rustfmt` defaults. Clippy warnings are errors in spirit; do not silence them without a comment explaining why. - Error types: `thiserror` for library errors in `gc-formats` and `gc-game`, `anyhow` at the binary/`xtask` boundary. - Comments explain **why**, especially for anything that looks like a bug. The `.githooks` and crate docs deliberately have few inline comments; match the surrounding density rather than adding noise. - Tests live beside the code (`#[cfg(test)] mod tests`) for unit-level checks, and in `tests/` for golden-file checks against real disc data. ## Working rhythm This is a long project. Keep it navigable: 1. Work in small, coherent commits with a substantive body explaining what was non-obvious. Match the existing style in `git log`. 2. **Update `docs/roadmap.md`** when a phase advances or a gate is met. 3. **Write the `docs/plan/*.md` file for a subsystem when you start it**, and update it as you learn. The reasoning is more valuable than the code; the code is in git. 4. **Update this file** if you change a convention. ## When you get stuck Reverse engineering means long stretches of not knowing. That is normal, not a failure. Write down what you tried and what it ruled out in the relevant `docs/plan/` file before moving on — the next attempt (which may be you, in three months) needs the negative results as much as the positive ones. If something is genuinely blocked, say so plainly and say what would unblock it. Do not paper over a gap with an approximation that looks like it works. ## Legal Ratchet & Clank is a trademark of Sony Interactive Entertainment, developed by Insomniac Games. This is an unofficial fan project, not affiliated with or endorsed by either. We redistribute no game content. Upstream projects we learn from keep their own licences — see `PROVENANCE.md`, and keep those notices intact when porting their code.