Files
Going-Commando/docs/roadmap.md
T
ReaperOfVeriod 29fdf89f53 Decode level textures: 8-bit indices through a CSM1 palette
Adds texture.rs and makes the pipeline write gs_ram.bin, which it had
been skipping. Nothing could be decoded before this: the CLUTs live
there.

A level texture is not pixels, it is palette indices -- width*height
bytes at core_data[textures_base + data_offset], with colour coming from
a 256-entry CLUT at gs_ram[palette * 0x100]. gs_ram is a byte range in
the level's data extent header at offset 0x10, 518,656 bytes on level 0.

Two PS2 conventions have to be honoured and neither is a design choice:
within each 32-entry CLUT group the two middle 8-entry blocks are
swapped (bits 3 and 4 of the index are exchanged, an involution), and
alpha runs 0..=0x80 rather than 0..=255 with 0x80 fully opaque.

The mip chain splits across two buffers: levels 0 and 1 are in the
texture block with level 1 immediately after level 0, and levels 2 and 3
are resident in gs_ram at mipmap*0x100 and pad*0x100. Tfrag textures are
square so every level halves evenly.

Verification is two-layered, because every step here is a table lookup
and a wrong CLUT remap still produces a well-formed image of the wrong
thing. All 1,595 tfrag textures across all 27 levels decode; 96.8% are
fully opaque and 96.3% use more than eight colours. On top of that,
`gc-extract dump-texture` writes any texture or mip level as a PPM.
Level 0 texture 0 comes back as a clean bevelled metal panel with rivets
and specular highlights, and texture 74 as a vent grille whose punched
windows are fully transparent. That tool is worth keeping: it is the
cheapest way to tell a decode that is merely well-formed from one that
is right.

The hash table is regenerated for the 27 new gs_ram.bin files, now 5,186
files and 5,685,541,143 bytes.
2026-10-10 02:30:56 +02:00

274 lines
12 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.
- [ ] Next: tfrag LOD selection and morphing, then the first drawable frame.
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.
- [ ] tfrag LOD selection: the switch and morph rules in `TfragProc`.
- [ ] `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`.