A defect in the Phase 1 extractor, found by reading the data extent's contents: level extents are declared in sector counts, the generic G/ pair table uses byte counts, and level containers were being routed through the generic path. So LEVEL0.WAD's data extent -- 6,484 sectors -- was taken as 6,484 bytes. Every test still passed, because a truncated file is still a file. The extent's own header gave it away: it declares an uncompressed total of 13,277,920 bytes, and 13,277,920 / 6,484 is 2047.7. A ratio landing on 2048 is a unit error, not a compression ratio. Across 27 levels this had been discarding roughly 300 MB of level content. Level containers now go through the typed LevelHeader instead. Level 0 yields: data.bin 13,279,232 the data extent core_data.wad 9,738,678 the geometry, compressed core_data.bin 16,969,296 the geometry, decompressed core_index.bin 31,600 the geometry directory gameplay.bin 659,456 sound_bank.bin 1,503,232 core_data is a WAD LZ77 stream -- the format already implemented for the game -- and it decompresses cleanly. The first real level content this project has recovered. New: LevelDataHeader parses the data extent's own header, a table of byte ranges naming the level overlay executable, the geometry directory, the GS RAM image, the HUD banks and the geometry. Note this is a third meaning for a "size" field on the same disc, after sector counts in the level header and byte counts in the generic table; all three are documented together in level-data.md so the next parser does not rediscover this the hard way. The geometry directory's offsets were checked against the geometry rather than taken on trust: all twelve land inside the 16.9 MB of decompressed core_data, which is what confirms the header is being read correctly. The class tables themselves do not yet decode under the documented layout, and that is recorded as open work in plan/level-assets.md rather than papered over. 75 unit tests, 9 integration tests against the real disc. Hash table regenerated at 5,159 files and 5,671,915,799 bytes -- hashes only, no content. Extraction now writes to ~/Documents/gc-extracted rather than /tmp, which is 16 GB and did not have room for a 5.3 GB output.
239 lines
9.7 KiB
Markdown
239 lines
9.7 KiB
Markdown
# Roadmap
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Status as of **2026-10-09**.
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A from-scratch native Rust reimplementation of Ratchet & Clank: Going Commando
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(PS2). Each phase ends in a **gate** — something checkable, not a feeling that
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it is going well. Phases are ordered so that the riskiest unknowns are retired
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early, while they are still cheap to retire.
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## Where we are
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- [x] Target disc identified and verified (`SCUS_972.68` v1.01, NTSC 60 Hz)
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- [x] Workspace builds (`cargo check --workspace`)
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- [x] Repository hygiene in place (pre-commit guard, `.gitignore`, licence
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record)
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- [x] **Phase 1 complete.** The disc pipeline runs end to end and is verified
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against a committed hash table: 5,135 files, 4,500,106,960 bytes, every
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one of the 92 asset containers parsing.
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- [x] **Phase 2 in progress.** Level containers are parsed through their typed
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header, and the `data` extent is parsed as a container of byte ranges. The
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geometry decompresses: level 0 yields 16,969,296 bytes of level content
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from a 9.7 MB stream.
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- [ ] Next: the geometry directory's class tables, then `tfrag` terrain.
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The disc being the exact build the reference projects pin is the single
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biggest favourable fact so far: no disc conversion, no regional timing work,
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and no re-derivation of the reference baseline.
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---
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## Phase 0 — Foundation ✅
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**Done.**
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- Disc identified: `SCUS_972.68` v1.01, USA Black Label, NTSC 60 Hz. Boot ELF
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SHA-1 `bacda860cbd6723142e86db56f197e47e728970f`, entry `0x00131AE8` — the
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entry point independently matches the value recorded by `rac2-gc-decomp`,
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which cross-confirms the identification.
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- `tools/identify-disc.py` reproduces the identification against any disc image
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and distinguishes a truncated dump from a non-PS2 image.
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- Five-crate workspace scaffolding, Bevy 0.19.1 pinned, builds clean.
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- `.githooks/pre-commit` blocks game data. Verified against seven cases:
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`.iso`, renamed disc image, WAD container, ADX container, `extracted/`,
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a 60 MiB file, and legitimate source.
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- `AGENTS.md` and `PROVENANCE.md` record conventions and licences.
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### Open from this phase
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- `alsa-lib-devel` is not installed, so Bevy's host audio backend is disabled in
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`Cargo.toml`. Audio is the last phase; revisit then.
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- Bevy feature set is deliberately minimal. Re-add features as needed rather
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than switching `default-features` back on wholesale.
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---
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## Phase 1 — Disc pipeline ✅
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**Done.** Gate met: every extracted file matches the committed hash table.
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- [x] `iso9660` reader (R&C2 lists assets as real files, unlike R&C1)
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- [x] `G/*.WAD` container header parsing — 92 containers, three table shapes
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- [x] WAD LZ77 decompression (`wad.rs`, four packet classes)
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- [x] Unpack every container, bounds-checking each extent
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- [x] SHA-1 table for all 5,135 files (hashes only, never content)
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- [x] `verify` stage, plus integration tests against a real disc
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- [x] Format specs written: `disc-layout.md`, `global-wad.md`, `wad.md`
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- [x] Work record with the negative results: `plan/disc-pipeline.md`
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```text
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gc-extract identify disc.iso -> SCUS_972.68 v1.01 NTSC, ELF SHA-1 matches
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gc-extract unpack disc.iso out/ -> 5135 files, 4,500,106,960 bytes, 10.8s
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gc-extract verify out/ table.tsv -> OK: 5135 files match
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```
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**Not done, deliberately:** the table of contents at sector 1001 is documented
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but not read. Enumerating the ISO filesystem is simpler and sufficient; the ToC
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matters when per-level overlay loading is understood in Phase 3.
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**Two wrong turns are recorded** in `plan/disc-pipeline.md`, because both would
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be easy to repeat: the container pair table read backwards, and the LZ77 stream
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mistaken for a bit stream. Both produced plausible-looking wrong output before
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failing, which is the failure mode worth guarding against.
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---
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## Phase 2 — Format parsers
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**Goal:** every asset type parses into plain Rust values, tested against real
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disc data.
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Phase 1 hands over the extents; this phase works out what each one contains.
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**Done so far:**
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- [x] `level_wad.rs` — the 0x60-byte header on all 27 level containers, naming
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four extents plus three chunk descriptors. Verified: extents tile each
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container in file order (27 of 27).
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- [x] Two facts the format documentation does not state, both measured here:
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sizes in this header are **sector counts** where the generic `G/` table
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uses byte counts, and **`LEVEL21.WAD` reports level id 30**, so container
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order is not level identity.
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**In progress:**
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- [x] `data` — the extent header locates `core_index` and `core_data`; the
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geometry decompresses and is verified on level 0.
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- [ ] `core_index` class tables — offsets all land inside `core_data`, which
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confirms the header, but the `ArrayRange` fields do not decode to a usable
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class table under the documented layout. Next thing to resolve.
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- [ ] `gameplay` — begins `WAD` + a per-level byte, and does *not* decode with
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the WAD LZ77 decoder. All 27 levels fail identically, so the input is
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wrong rather than the decoder. Ruled out: bit order, header length, the
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LZ77 framing. Hypotheses queued in `plan/level-assets.md`.
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- [ ] `occlusion` — 2 to 25 sectors, small enough to read whole.
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- [ ] `sound_bank` — `SBlk` and `DAW` signatures found in all 27.
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- [ ] `data` — the large one: 4.2 to 21.9 MB of geometry per level.
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- [ ] `tfrag` — terrain: LOD chains, strips, morph targets
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- [ ] `tie` — instanced environment geometry, fat vertices
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- [ ] `shrub` — foliage and decorative meshes
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- [ ] `moby` — dynamic actors; `moby_anim` — skeletal animation
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- [ ] `collision` — cells, packed vertices, faces
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- [ ] `occlusion` — the PVS grid
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- [ ] `sky`, `volumes`, `textures` (CSM1 CLUT + PS2 alpha)
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- [ ] `level_overlay` — the seven-section parser and relocation from Phase 3
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**Gate:** every parser has a golden test against bytes from the real disc, and
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reports mismatched header counts as failures rather than warnings.
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**Discipline:** bound every read. Typed errors, no panics, no reads past the
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buffer.
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---
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## Phase 3 — Overlay system
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**Goal:** make 27 level overlays tractable.
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Every overlay carries the same seven sections (`.lit`, `.bss`, `.data`,
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`lvl.vtbl`, `lvl.camvtbl`, `lvl.sndvtbl`, `.text`) and the same engine code,
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linked at different addresses. ReRAC solves this by masking relocations — `j`/
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`jal` targets, `lui` immediates of main-RAM addresses, the `%lo` that completes
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them, and `$gp`-relative operands — then matching the masked words to find a
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reference function's copy on another overlay.
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- [ ] Port the masking and code-identity logic
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- [ ] `Relocation::func` and `Relocation::data`
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- [ ] `$gp` for this game (`0x001AEFF0`, against R&C1's `0x166c00`)
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- [ ] Extend the level table from 19 to 27
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**Gate:** every level-01 function's relocated copy is found on all 27 overlays;
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cross-checked against an independent cluster hash.
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**Why this is high-value:** it turns "27 overlays of unknown code" into a table
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lookup, and it is the main thing inherited from ReRAC.
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---
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## Phase 4 — Engine core
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**Goal:** draw a frame.
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- [ ] Graphics Synthesizer in wgpu, with the GS's own rules: its
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`round(log2(z/n) + K)` mip selection, blend and alpha-test behaviour,
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alpha `0x80` meaning 1.0, CLAMP wrap
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- [ ] VU0/VU1 skinning and lighting on the PS2 float model
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- [ ] LOD/morph/cull per `TfragProc` and `TieProc`
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- [ ] Occlusion culling, fog, shadows
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- [ ] GIF/VIF packet stream interpretation
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**Gate:** CPU and GPU paths agree on every vertex of a reference level — the
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same identity check ReRAC runs.
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**Risk:** VU1 microcode is **binary** in the game's `.vutext` section, so it is
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reverse engineered rather than parsed. This is the hardest single item in the
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project and the main threat to the timeline. Note that ReRAC's own moby VU1
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analysis trips their disassembler on two opcodes.
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---
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## Phase 5 — Veldin vertical slice
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**Goal:** one planet, playable start to finish.
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- [ ] Ratchet's controller on a **spherical** planet
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- [ ] Chargeboots: hold/release timing, chained jumps, dash
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- [ ] Wrench and the camera
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- [ ] Collision and the HUD
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**Gate:** Veldin is completable and visually matches PCSX2 frame-for-frame under
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replayed input.
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**This is the go/no-go for the project.** If Veldin works, the other 26 levels
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are content. If it does not, the reason is discovered while it is still cheap.
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Spherical gravity is the thing most likely to break, because it invalidates
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R&C1's movement and camera assumptions wholesale.
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---
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## Phase 6 — Remaining overlays and the shell
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- [ ] Per-level moby class dispatch via `lvl.vtbl`
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- [ ] Remaining 26 levels
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- [ ] Planets, travel, the Gadgetron vendor, RPG upgrades
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- [ ] Weapon modification bitmasks (lock-on, shock, acid, …)
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- [ ] Minigames and challenges
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- [ ] The 25-state memory-card FSM and its UI
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- [ ] IFF chunk saves, including import of a R&C1 save to unlock legacy weapons
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---
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## Phase 7 — Audio and video
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- [ ] 989snd v2 audio decode and playback (not CRI ADX — a different codec)
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- [ ] SPU2 mixing, reverb zones, level sounds
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- [ ] IPU/MPEG-2 video for the title screen and cutscenes
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---
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## Phase 8 — Fidelity pass
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Differential testing against PCSX2 across every level:
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- [ ] Recorded-input frame comparison, per planet
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- [ ] Geometry, fog, blend, alpha, texture sampling
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- [ ] Audio sync and 60 Hz timing
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- [ ] Behavioural comparison: traversal routes, boss timing, RNG
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---
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## Principles
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- **A gate is pass/fail, not a percentage.** "Looks fine" is not progress.
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- **Negative results are written down.** A ruled-out approach saves the next
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attempt as much as a working one.
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- **The float model is not negotiable.** Approximate is not the same as
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faithful, and the difference is visible in how the game feels.
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- **Fidelity over tidiness.** Where the original does something that looks like
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a bug, reproduce it and say why in a comment. See `AGENTS.md`. |