Files
Going-Commando/docs/roadmap.md
T
ReaperOfVeriod 17c7e8ccc9 Draw tfrag per-vertex colour, unlit, and record why the frame is dark
The tfrag RGBA array now modulates the texture. It is indexed by
*position*, not by vertex-info: several vertex-info entries can share a
position, and the array is sized vert_count, which is a position count.

Colour follows the same rule as the vertex itself. Morphing blends the
position only -- the game keeps the high-detail colour -- while collapse
replaces the vertex outright, colour included. Getting that the other way
round would tint distant terrain.

The material is unlit, and that is a decision rather than a shortcut.
Level 0's colours really are dark (patch 0 runs (25,26,26) to
(108,144,141)) and the game's lighting is what brightens them, so what is
on screen is the true albedo.

Worth recording: the obvious move -- add a directional light, or crank
ambient brightness -- does nothing at all. With no normals the PBR path
is degenerate, so the brightness change has no effect, and a host light
would have hidden the gap rather than shown it. The colour data was
always reaching the mesh; what is missing is lighting, not a material
flag.

Written up in plan/level-assets.md, including what LightTfrags actually
needs: the light bank from the level's gameplay extent, the 256-entry
normal table at BOOT_NORMAL_TABLE_VADDR (0x165500) which every level
overlay carries, and the already-parsed azimuth/elevation light records.
2026-10-10 03:02:52 +02:00

305 lines
14 KiB
Markdown

# Roadmap
Status as of **2026-10-09**.
A from-scratch native Rust reimplementation of Ratchet & Clank: Going Commando
(PS2). Each phase ends in a **gate** — something checkable, not a feeling that
it is going well. Phases are ordered so that the riskiest unknowns are retired
early, while they are still cheap to retire.
## Where we are
- [x] Target disc identified and verified (`SCUS_972.68` v1.01, NTSC 60 Hz)
- [x] Workspace builds (`cargo check --workspace`)
- [x] Repository hygiene in place (pre-commit guard, `.gitignore`, licence
record)
- [x] **Phase 1 complete.** The disc pipeline runs end to end and is verified
against a committed hash table: 5,186 files, 5,685,541,143 bytes, every
one of the 92 asset containers parsing.
- [x] **Phase 2 in progress.** Level containers are parsed through their typed
header, and the `data` extent is parsed as a container of byte ranges. The
geometry decompresses: level 0 yields 16,969,296 bytes of level content
from a 9.7 MB stream.
- [x] **First drawable frame.** `gc-engine` loads a level, applies LOD selection
and morphing for the camera, groups triangles by texture and draws them
under a Bevy fly-camera. Level 0 renders as 26,758 textured triangles
across 92 textures with correct UVs. Set `GC_ENGINE_SHOT=<path.ppm>` to
capture a frame and exit.
- [ ] **The origin bug this exposed.** Positions are i16 offsets from a
per-patch origin, so taking the wrong STROW collapsed the whole level to
a +-32 unit blob at the world origin while every parser test still
passed: the vertex count matched, the triangle count matched, only the
*place* was wrong. Fixed by taking the STROW immediately preceding the
first position unpack rather than the last one.
- [x] **Per-vertex colour.** The tfrag's RGBA array now modulates the texture,
drawn unlit so the frame shows real albedo rather than a faked lighting
model. Verified against the stored values (level 0 patch 0 runs
`(25,26,26)` to `(108,144,141)`), which are genuinely dark.
- [ ] **tfrag lighting.** Needs the level light bank from `gameplay`, the
256-entry normal table from the overlay ELF at `0x165500`, and the
already-parsed azimuth/elevation light records. The pass itself is
`base + A*max(dA, dA*wA) + B*max(dB, dB*wB)` and has to run in the PS2
float model. Detail in `plan/level-assets.md`.
- [ ] Then the GS register set and the guard-band clip test.
The disc being the exact build the reference projects pin is the single
biggest favourable fact so far: no disc conversion, no regional timing work,
and no re-derivation of the reference baseline.
---
## Phase 0 — Foundation ✅
**Done.**
- Disc identified: `SCUS_972.68` v1.01, USA Black Label, NTSC 60 Hz. Boot ELF
SHA-1 `bacda860cbd6723142e86db56f197e47e728970f`, entry `0x00131AE8` — the
entry point independently matches the value recorded by `rac2-gc-decomp`,
which cross-confirms the identification.
- `tools/identify-disc.py` reproduces the identification against any disc image
and distinguishes a truncated dump from a non-PS2 image.
- Five-crate workspace scaffolding, Bevy 0.19.1 pinned, builds clean.
- `.githooks/pre-commit` blocks game data. Verified against seven cases:
`.iso`, renamed disc image, WAD container, ADX container, `extracted/`,
a 60 MiB file, and legitimate source.
- `AGENTS.md` and `PROVENANCE.md` record conventions and licences.
### Open from this phase
- `alsa-lib-devel` is not installed, so Bevy's host audio backend is disabled in
`Cargo.toml`. Audio is the last phase; revisit then.
- Bevy feature set is deliberately minimal. Re-add features as needed rather
than switching `default-features` back on wholesale.
---
## Phase 1 — Disc pipeline ✅
**Done.** Gate met: every extracted file matches the committed hash table.
- [x] `iso9660` reader (R&C2 lists assets as real files, unlike R&C1)
- [x] `G/*.WAD` container header parsing — 92 containers, three table shapes
- [x] WAD LZ77 decompression (`wad.rs`, four packet classes)
- [x] Unpack every container, bounds-checking each extent
- [x] SHA-1 table for all 5,135 files (hashes only, never content)
- [x] `verify` stage, plus integration tests against a real disc
- [x] Format specs written: `disc-layout.md`, `global-wad.md`, `wad.md`
- [x] Work record with the negative results: `plan/disc-pipeline.md`
```text
gc-extract identify disc.iso -> SCUS_972.68 v1.01 NTSC, ELF SHA-1 matches
gc-extract unpack disc.iso out/ -> 5135 files, 4,500,106,960 bytes, 10.8s
gc-extract verify out/ table.tsv -> OK: 5135 files match
```
**Not done, deliberately:** the table of contents at sector 1001 is documented
but not read. Enumerating the ISO filesystem is simpler and sufficient; the ToC
matters when per-level overlay loading is understood in Phase 3.
**Two wrong turns are recorded** in `plan/disc-pipeline.md`, because both would
be easy to repeat: the container pair table read backwards, and the LZ77 stream
mistaken for a bit stream. Both produced plausible-looking wrong output before
failing, which is the failure mode worth guarding against.
---
## Phase 2 — Format parsers
**Goal:** every asset type parses into plain Rust values, tested against real
disc data.
Phase 1 hands over the extents; this phase works out what each one contains.
**Done so far:**
- [x] `level_wad.rs` — the 0x60-byte header on all 27 level containers, naming
four extents plus three chunk descriptors. Verified: extents tile each
container in file order (27 of 27).
- [x] Two facts the format documentation does not state, both measured here:
sizes in this header are **sector counts** where the generic `G/` table
uses byte counts, and **`LEVEL21.WAD` reports level id 30**, so container
order is not level identity.
**In progress:**
- [x] `data` — the extent header locates `core_index` and `core_data`; the
geometry decompresses and is verified on level 0.
- [ ] `core_index` class tables — the header base is confirmed (the compressed
and decompressed sizes of `core_data` sit at the same offsets in all 27
levels), and every offset lands inside `core_data`. But the class-table
fields do not decode under any field order or stride tried. Ruled out and
written up in `plan/level-assets.md`. Next: identify `tfrag` by its own
structure instead of through the header.
- [x] `occlusion` and `sky` offsets located and their first bytes read.
- [x] Region layout of `core_data` established: tfrag, occlusion, sky, collision
and `textures_base` are offsets, strictly increasing on all 27 levels.
Terrain is `[0, occlusion)` and carries inline texels.
- [x] **tfrag vertex format: recovered.** The tfrags block header gives a table
offset (`0x40`) and a patch count; each patch is a 0x40-byte header whose
`data` offset is relative to the table, not to the block. Positions are
V3_16 payloads inside a VIF1 command list, split across three lists per
patch (common, LOD 0+1, LOD 0). The whole vector format is encoded in the
command byte and every element size follows from it. Verified on all 27
levels: **18,102 patches, 821,439 vertices**, each patch yielding exactly
its own `vert_count`. See `plan/level-assets.md` and `gc-formats::tfrag`.
- [x] **tfrag topology: recovered.** Vertex-info (UVs plus LOD parenting), the
strip command lists and the index arrays, classified by unpack format and
destination VU address. Strip indices address the vertex-info array
rather than positions. Every patch's strips expand to exactly its own
`tri_count`: **18,102 patches, 809,879 triangles**, all indices in range.
See `plan/level-assets.md` and `gc-formats::tfrag`.
- [x] **tfrag texture bindings and per-vertex data.** The ad-gifs decode to a
texture index, wrap modes, minification filter and LOD bias; the level
index gained a texture table (`level_core.rs`) for those indices to land
in. Per-vertex RGBA and light/normal records recovered from their fixed
offsets. All 27 levels: 47,950 ad-gifs, every index in range, 90% of the
level texture tables referenced.
- [x] **Level textures decode.** 8-bit indexed texels plus a 256-entry CSM1
CLUT from `gs_ram`, honouring the PS2 CLUT block swap and the 0x80 alpha
scale. The pipeline now writes `gs_ram.bin`, which it had been skipping.
All 1,595 tfrag textures on all 27 levels decode; 96.8% fully opaque and
96.3% with real detail. Verified visually via the new
`gc-extract dump-texture`, because a wrong lookup still yields a
well-formed image of the wrong thing.
- [x] **tfrag LOD selection.** Switch distances scale as `[6L, 4L, 2L]` from the
block header's float; six draw modes result from testing the bounding
sphere against `trunc(D * 1024)`, so a patch straddling a threshold takes
the coarser mode and distance never moves back to finer detail. Morph
weights run 0..1 across each tier's band, and collapse replaces an entry
with its first parent rather than blending it.
- [x] **tfrag parent indices.** The four V4_8 arrays are classified by VU
address, but the addresses collide, and each V4_8 element holds four
indices so an array is `count * 4` bytes rather than `count`. With
`unk_06`/`unk_0a` suppressing absent tiers, all 370,349 LOD entries
across the 27 levels resolve: 29,043 LOD-01 and 341,306 LOD-0, zero
failures. See `plan/level-assets.md` for the two corrections.
- [ ] `gameplay` — begins `WAD` + a per-level byte, and does *not* decode with
the WAD LZ77 decoder. All 27 levels fail identically, so the input is
wrong rather than the decoder. Ruled out: bit order, header length, the
LZ77 framing. Hypotheses queued in `plan/level-assets.md`.
- [ ] `occlusion` — 2 to 25 sectors, small enough to read whole.
- [ ] `sound_bank` — `SBlk` and `DAW` signatures found in all 27.
- [ ] `data` — the large one: 4.2 to 21.9 MB of geometry per level.
- [ ] `tfrag` — terrain: LOD chains, strips, morph targets
- [ ] `tie` — instanced environment geometry, fat vertices
- [ ] `shrub` — foliage and decorative meshes
- [ ] `moby` — dynamic actors; `moby_anim` — skeletal animation
- [ ] `collision` — cells, packed vertices, faces
- [ ] `occlusion` — the PVS grid
- [ ] `sky`, `volumes`, `textures` (CSM1 CLUT + PS2 alpha)
- [ ] `level_overlay` — the seven-section parser and relocation from Phase 3
**Gate:** every parser has a golden test against bytes from the real disc, and
reports mismatched header counts as failures rather than warnings.
**Discipline:** bound every read. Typed errors, no panics, no reads past the
buffer.
---
## Phase 3 — Overlay system
**Goal:** make 27 level overlays tractable.
Every overlay carries the same seven sections (`.lit`, `.bss`, `.data`,
`lvl.vtbl`, `lvl.camvtbl`, `lvl.sndvtbl`, `.text`) and the same engine code,
linked at different addresses. ReRAC solves this by masking relocations — `j`/
`jal` targets, `lui` immediates of main-RAM addresses, the `%lo` that completes
them, and `$gp`-relative operands — then matching the masked words to find a
reference function's copy on another overlay.
- [ ] Port the masking and code-identity logic
- [ ] `Relocation::func` and `Relocation::data`
- [ ] `$gp` for this game (`0x001AEFF0`, against R&C1's `0x166c00`)
- [ ] Extend the level table from 19 to 27
**Gate:** every level-01 function's relocated copy is found on all 27 overlays;
cross-checked against an independent cluster hash.
**Why this is high-value:** it turns "27 overlays of unknown code" into a table
lookup, and it is the main thing inherited from ReRAC.
---
## Phase 4 — Engine core
**Goal:** draw a frame.
- [ ] Graphics Synthesizer in wgpu, with the GS's own rules: its
`round(log2(z/n) + K)` mip selection, blend and alpha-test behaviour,
alpha `0x80` meaning 1.0, CLAMP wrap
- [ ] VU0/VU1 skinning and lighting on the PS2 float model
- [ ] LOD/morph/cull per `TfragProc` and `TieProc`
- [ ] Occlusion culling, fog, shadows
- [ ] GIF/VIF packet stream interpretation
**Gate:** CPU and GPU paths agree on every vertex of a reference level — the
same identity check ReRAC runs.
**Risk:** VU1 microcode is **binary** in the game's `.vutext` section, so it is
reverse engineered rather than parsed. This is the hardest single item in the
project and the main threat to the timeline. Note that ReRAC's own moby VU1
analysis trips their disassembler on two opcodes.
---
## Phase 5 — Veldin vertical slice
**Goal:** one planet, playable start to finish.
- [ ] Ratchet's controller on a **spherical** planet
- [ ] Chargeboots: hold/release timing, chained jumps, dash
- [ ] Wrench and the camera
- [ ] Collision and the HUD
**Gate:** Veldin is completable and visually matches PCSX2 frame-for-frame under
replayed input.
**This is the go/no-go for the project.** If Veldin works, the other 26 levels
are content. If it does not, the reason is discovered while it is still cheap.
Spherical gravity is the thing most likely to break, because it invalidates
R&C1's movement and camera assumptions wholesale.
---
## Phase 6 — Remaining overlays and the shell
- [ ] Per-level moby class dispatch via `lvl.vtbl`
- [ ] Remaining 26 levels
- [ ] Planets, travel, the Gadgetron vendor, RPG upgrades
- [ ] Weapon modification bitmasks (lock-on, shock, acid, …)
- [ ] Minigames and challenges
- [ ] The 25-state memory-card FSM and its UI
- [ ] IFF chunk saves, including import of a R&C1 save to unlock legacy weapons
---
## Phase 7 — Audio and video
- [ ] 989snd v2 audio decode and playback (not CRI ADX — a different codec)
- [ ] SPU2 mixing, reverb zones, level sounds
- [ ] IPU/MPEG-2 video for the title screen and cutscenes
---
## Phase 8 — Fidelity pass
Differential testing against PCSX2 across every level:
- [ ] Recorded-input frame comparison, per planet
- [ ] Geometry, fog, blend, alpha, texture sampling
- [ ] Audio sync and 60 Hz timing
- [ ] Behavioural comparison: traversal routes, boss timing, RNG
---
## Principles
- **A gate is pass/fail, not a percentage.** "Looks fine" is not progress.
- **Negative results are written down.** A ruled-out approach saves the next
attempt as much as a working one.
- **The float model is not negotiable.** Approximate is not the same as
faithful, and the difference is visible in how the game feels.
- **Fidelity over tidiness.** Where the original does something that looks like
a bug, reproduce it and say why in a comment. See `AGENTS.md`.