Rule 3b, requested after a commit went out with a failing test in it.
cargo test -q --workspace | grep "^test result: ok" | awk '{s += $4}'
That sums the green test binaries and ignores the red one. A broken build still
prints a number, and the number looks entirely reasonable -- six healthy counts
added together is not a number anyone questions. I used that filtered sum as the
evidence of health in commit messages for the better part of a session, and it
was reporting green on a build that was not.
What actually happened is the part worth keeping. The count came back lower than
the previous run -- 100 instead of 278. That is a genuine signal and I explained
it away twice as an environment difference, the disc not being set, before
checking. Both explanations were plausible. Neither was tested. Only the
discrepancy was noticed, and noticing it is what surfaced the failure.
So the rule covers both halves: do not commit or push with a failing test, and do
not derive the number you report with a filter that drops the failing binaries.
The second half is the one that is easy to get wrong again, because
`cargo test -q` is quiet, the grep looks like a reasonable way to total up, and
the total is the only part anyone reads.
Also records the mistake as a mechanism rather than a symptom. Same defect as
rules 3 and 3a, one level up: a quantity that should have had one definition had
two, and nothing compared them.
Added a line to "Working rhythm" pointing at it, since that is the list someone
reads before committing.
11 KiB
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-commitblocks disc images, asset directories, container signatures and files over 50 MiB. It is activated viagit config core.hooksPath .githooks— check that this is still set in a fresh clone, or rungit 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. Never report a number without its bounds and its method.
Any size, count or distribution quoted in a commit message, a doc or a test comes with two things attached: which byte range it describes, and how it was measured.
This is not ceremony. Four separate numbers in one session looked load-bearing and turned out to be artifacts:
- a format identified as VIF-packed, from a handful of recurring byte patterns, where a control put it on the random baseline;
- a body size computed over a span whose bounds were wrong, so the last class absorbed most of the lump's tail;
- a "6.2 MB of unidentified data" region that was texture data;
- "3 unexplained blocks" that were an artifact of sampling too coarsely.
All four shared one cause: measuring before bounding, and naming bytes before looking at them. None of them errored, which is why they survived long enough to be believed.
3a. Partition the measurement, or you have not measured it.
A number computed over a heterogeneous population describes nobody. Report a measurement per partition -- per level, per chunk type, per record size -- before reporting it in aggregate.
Three errors in one stretch were all of this kind, and all three survived the control check that rule 3 asks for, because a matched control bounds significance while saying nothing about scope:
- a 368-byte "period" attributed to a whole region, when it was the stride of one chunk among ~15; averaging them put the peak at the noise floor, which read as "no structure" rather than "wrong scope";
- a ten-entry table disconfirmed, when it existed at a fixed stride among several;
- a moby class array reported at
u16slots 129-140, which was simply the largest-stride chunk type dominating a pooled scan. Per type, every one of the 26 places its array somewhere else.
In every case the aggregate number was arithmetically correct and the conclusion drawn from it was wrong. The re-run that caught all three was the same each time: group by the thing that varies, then look.
- State the partition before the number, not after.
- If a claim is made over a pooled set, also report it for each partition, or say explicitly that it is pooled and unverified.
- A structure found in one partition is not a property of the whole until every partition agrees.
- When a result changes under partitioning, the pooled result was not a weak version of the truth. It was a different and wrong claim. Retract it rather than soften it.
3b. Never report a test count that a filter could have hidden a failure in.
Do not commit or push with a failing test. If one fails, it is fixed or reverted in the same commit — never "fixed in the next one".
The same rule governs the number you report for the suite. Do not derive it with a filter that drops the failing binaries:
# WRONG. Sums only the binaries that passed. A red build still prints a number,
# and the number looks fine.
cargo test -q --workspace | grep "^test result: ok" | awk '{s += $4} END {print s}'
A commit was pushed with a broken test because of exactly this. The filtered sum
reported a healthy count, because ^test result: ok matches the six green test
binaries and ignores the seventh, which was red. The giveaway was that the count
came back lower than the previous run's, and the difference was mistaken for
"the disc tests were skipped" rather than "one of them failed". It was read as
an environment difference and moved on.
Use the exit status, or count the lines that are not green:
cargo test --workspace # then read every "test result:" line
cargo test --workspace && echo ok # the exit status is the real answer
Concretely:
- Run the full suite with the disc present when the change touches disc-decoding code, and say so in the commit body. A skipped test and a passing one both report success.
- If the reported count moves between runs, find out why before writing anything down. A drop means either an environment difference or a failure, and the two look identical from the summary line.
- Never quote a number you computed rather than read.
This is the same defect as rules 3 and 3a, one level up: a quantity that should have had one definition had two, and nothing compared them.
4. Controls, and heuristic counts that are not identifications.
Concretely:
- Derive ranges from
gc_formats::regions::core_layout, not by running from one known offset tocore_data.len(). Where a bound is unknown it isNone, not a guess. - Before calling a byte pattern a format, test it against a control. If a statistic cannot tell your format apart from uniform random, it cannot tell you anything.
- A heuristic count is not an identification. Count distinct byte values, then look at the blocks that stand out before naming them.
5. 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".
6. 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 |
docs/plan/pcsx2-verification.md |
PCSX2 is set up on this machine, and how to run the comparison loop |
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. Also owns the hardware models — ps2.rs is the Emotion Engine's FPU, and the tfrag lighting pass runs on it. |
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.
A hardware model belongs in gc-engine, not gc-formats. gc-formats
decodes inputs — including the data a hardware model consumes, such as the
overlay's sine table — but arithmetic that reproduces how the PS2 computes
something is an engine concern. tfrag_light.rs (formats) holds the normal
table and the light bank framing; tfrag_light.rs (engine) holds the pass
that uses them.
Conventions
- Rust 2021 edition, workspace inheritance for all shared config. Do not hardcode a version in a member crate.
rustfmtdefaults. Clippy warnings are errors in spirit; do not silence them without a comment explaining why.- Error types:
thiserrorfor library errors ingc-formatsandgc-game,anyhowat the binary/xtaskboundary. - Comments explain why, especially for anything that looks like a bug. The
.githooksand 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 intests/for golden-file checks against real disc data.
Working rhythm
This is a long project. Keep it navigable:
- Work in small, coherent commits with a substantive body explaining what was
non-obvious. Match the existing style in
git log. - Update
docs/roadmap.mdwhen a phase advances or a gate is met. - Write the
docs/plan/*.mdfile 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. - 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.