Files
Going-Commando/docs/roadmap.md
T
ReaperOfVeriod 35b087c882 Establish the tie vertex element is 16 bytes, and correct the roadmap's tie entry
With TieRecord identified as RAC1's TiePacketHeader, each record's leading word
points at its packet in the block payload. Following it and stepping vert_size
elements from vert_ofs reaches the vertices: 95,612 of them on levels 0-2.

Element size settled by comparison, not assumed. Requiring the texcoord pair to be
12-bit fixed -- both words multiples of 4096, which is how 0x1000 = 1.0 reads:

  element 16 bytes : 78,919 / 95,612 = 82.5%
  element  8 bytes : 45,661 / 95,612 = 47.8%
  element 12 bytes : 44,834 / 95,612 = 44.8%

Sixteen wins by a factor of 1.7 over the nearest alternative.

Observed layout, 8 x i16: the first three slots span the full i16 range with
10,803-13,421 distinct values each; i16[4] and [5] are the texcoords and are both
multiples of 4096 on 82.5%; i16[6] reads 4096 on 85.8% and i16[7] reads 0 on
84.0%.

Not established: what any field means, and why the texcoord rate is 82.5% rather
than 100%. The residual tracks record shape -- (shaders 2, control 7, size 2)
hits 60%, (shaders 1, control 18, size 5) hits 89% -- so it is not one bad block
but something per-packet this reading does not capture.

Worth recording that this is the OPPOSITE of what the disc alone concluded two
commits ago. Reading the header word at +0x00 as an element count gave 0 of 922
blocks dividing; it is the byte offset to the payload, so the table it bounds has
16-byte records. The number was right and the reading was wrong, which is what
the packet-header identification corrected.

The roadmap's tie entry was also stale -- it still said "a 16-byte record is
withdrawn", which the packet-header work had already reversed. Rewritten from the
commits: both indirections, self-delimiting blocks, the TiePacketHeader
identification with its 15,219/15,219 rule, the 16-byte vertex element, and what
remains open. A test asserts the element size against both alternatives so the
82.5% figure cannot be quietly replaced by an assumption.
2026-10-13 04:27:54 +02:00

506 lines
29 KiB
Markdown

# Roadmap
Status as of **2026-10-11**.
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, every one of the 92 asset containers
parsing. The pipeline now also writes each level's chunk descriptors
where they exist (3 of 27 levels).
- [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] **Parsers with real-disc tests, per asset type.** `level_wad`, `data`,
`core_index` class tables, `tfrag` (format, topology, textures, LOD,
normals, colour), `occlusion`, `sky`, `moby`, `collision` framing and
header, `shrub` (blob, packets, palette, billboard), the post-shrub
`chunks` container, `sound_bank` framing and `level_overlay`. 227 tests
green against the real disc. **What is open is naming, not locating** --
see the Phase 2 list for the four types that still have no decoded
fields: `tie` vertices, collision cells, `SBlk` records, `volumes` and
`moby_anim`.
- [x] **Lighting verified against the running game.** PCSX2 2.8.2 with savestates
for level 0 and level 1. The tfrag lighting pass is byte-exact on both
against the game's own RAM. Setup and method in
`plan/pcsx2-verification.md`.
- [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.
- [x] **Tfrag normals.** The 256-entry sine table is decoded from the level
overlay and normals are built per vertex and handed to the renderer. The
overlay has **no ELF header**, so the table cannot be reached through a
program header, and its offset differs per level (level 0 `0xb650c`,
level 5 `0xcca30`); it is located by matching the whole 256-entry curve.
Normals are negated as stored and get the same axis swap as positions.
The pipeline now also writes `overlay.bin`.
- [x] **The PS2 float model.** `gc-engine::ps2` is the EE's FPU on raw bits: no
denormals, no NaN or infinity, truncation toward zero, the adder's
operand alignment, and `rsqrt` as sqrt-then-divide. `MAX` reads back in
Rust as NaN, which is the sharpest available statement of why this is
not `f32`.
- [x] **The `LightTfrags` pass** is written and unit-tested against the PS2
model: PEXT5 base colour, `select` set blending, re-normalised blended
directions, and `base + A*max(dA, dA*wA) + B*max(dB, dB*wB)`.
- [x] **The level light bank parses and level 0 is fully lit.** `gameplay` is a
WAD stream; the extractor had been writing it compressed, which is why
the bank framing found garbage. All 80,274 vertices of level 0 now go
through `LightTfrags`. The renderer still counts and reports how many
vertices it lit, because a silent fallback to stored colours would look
plausible and be wrong.
- [x] **The shrub region is bounded, and with it the whole lump.** Shrub's end
was the last unlocated region bound: it is the start of the post-class
chunk container, found by a marker-paired signature in `core_data` (the
index carries no successor offset). The container closes shrub on the
24 shrub levels and tie on the three without. All 358 shrub class bodies
are now bounded and are whole 8-byte records, so shrub measurements are
trustworthy for the first time -- the "3.5M records" figure from the
unbounded final span is replaced by a measured 9,600.
- [x] **Lighting *magnitudes* are verified** by the PCSX2 comparison loop.
`gc-trace compare-tfrag-light` runs the pass over level 0's disc data and
diffs it against the game's own lit colours in EE RAM (live over PINE, or
from a savestate): **all 162,400 colour bytes match**, across 833/833
headers relocated and the light bank byte-identical. Two bugs it found:
the normal's z was not negated (dark but plausible, 95.88% agreement),
and records with no light set drew transparent black instead of the base
colour. See `docs/plan/pcsx2-verification.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.
- [x] `core_index` class tables — moby, tie and shrub. They were ruled out
for want of an entry size, which is knowable exactly: each table ends
precisely where the next begins, and that chain closes on 27 of 27
levels. 32 bytes per moby/tie entry, 48 per shrub. Across the disc:
**5,796 moby, 1,864 tie, 358 shrub classes**. Identifying `tfrag` by its
own structure is what led here.
- [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] Region layout **closed**: the chunk container's marker-paired signature
ends the last class region, and the constant trailer ends the container.
Every byte of level-specific `core_data` now belongs to a named region.
- [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.
- [x] `gameplay` — **it is a WAD stream**, exactly like `core_data`; the
extractor was writing it compressed. Decompressed, level 0 is 1,872,256
bytes and holds 5 directional light sets. The earlier "does not decode
with the WAD LZ77 decoder, bit order and header length ruled out" note
was wrong about the cause: the decoder was right and the input was not
what it looked like. Corrected in `plan/level-assets.md`.
- [~] `sound_bank` — container framing parsed (`SoundBankHeader::parse`,
`parse_sound_bank`); `SBlk` and `DAW` bounds verified on 27/27. The
**record fields inside `SBlk` are not decoded**, and `DAW` shows no
detectable stride, consistent with ADPCM. See the note under
`level_overlay` below for what the game's own strings say about loading.
- [x] `data` — **not geometry.** It is the level's file descriptor: its
first table carries the exact byte lengths of `overlay.bin`,
`core_index.bin` and `gs_ram.bin` at fixed `u32` indices 1, 3 and 5 on
every level checked. What follows the descriptor is still unknown.
- [~] `tfrag` — vertex format, topology, texture bindings, per-vertex colour
and normals, LOD selection and parent indices are all recovered and
verified. **Still open:** morph targets and the strip/chain bookkeeping.
- [x] `tie` — **fully chained.** `resolve_tie_class` walks both indirections: the
class table is in `core_index.bin`, and the entry's `offset_in_asset_wad`
addresses `core_data.bin` (not `core_data.wad`). All **1,864** tie classes
resolve with `o_class` agreeing on every one. A `packets` word of **zero
means no block at that LOD** -- 2,177 real blocks, 1,551 absent slots.
- [x] Tie **blocks are self-delimiting**: `parse_tie_block` walks to the `0xf6`
terminator that every real block carries (2,177 of 2,177), followed by zero
padding. This is what makes blocks parseable at all -- `packets[1]` bounds
one on only 461 of 1,864 classes.
- [x] The tie **16-byte record is R&C1's `TiePacketHeader`.** Identified not by
resemblance but by R&C1's own rule, `bfc_distance == 5 * shader_count`,
holding on **15,219 of 15,219** records across all 2,177 blocks. A block is
`[16-byte header][record table][vertex payload]`, and the header word at
`+0x00` is the byte offset from the block start to the payload. The earlier
"variable-length, not 16-byte records" reading was wrong: the word is not
an element count, which is why dividing the payload by it gave 0 of 922.
- [x] The tie **vertex element is 16 bytes**, measured over 95,612 vertices on
levels 0-2 and settled by comparison: a 12-bit-fixed texcoord hit rate of
**82.5%** at 16 bytes against 47.8% at 8 and 44.8% at 12.
- [ ] The tie **vertex fields are not named.** All eight `i16` slots span the full
range; the texcoord pair is 12-bit fixed on 82.5%, not 100%, and the
residual tracks record shape (60% to 89%), so something per-packet varies
that this reading does not capture.
- [~] `shrub` — class table done (48-byte entries, not 32; reading shrub at
32 still gives 231 sane-looking entries of 358, which is the hazard).
Geometry header parsed and checked field by field on all 358 spans:
`+0x24` equals the entry's own `o_class`, `+0x2c` is an in-span data
offset, `+0x16`/`+0x18` are zero, and `+0x1c` names a billboard on
exactly the 25 classes whose core-index entry carries billboard texture
fields. Shrub does **not** use moby's part-table format. The body is a
**24-entry palette of unit-length s16 normals** (squared length within
65,535 of 32767² on all 8,592 entries — a random triple would miss by a
billion) plus zero padding records; the billboard record carries K, MMIN
and the TEX0/MIPTBP addresses as R&C1's does. What remains open: the
three floats in the billboard record, `size`, `mode_bits`, `count`, and
**where the mesh geometry lives** — R&C1 puts the mesh packets in this
blob and R&C2's blob holds only the palette.
- [x] **The tie LOD block is a table of 16-byte records.** The header's word at
`+0x00` is the byte offset from the block start to the vertex payload --
the record table's length -- not a count, which is why the payload never
divides by it. Each record is a leading `u32` pointer **relative to the
table start** plus twelve verbatim field bytes, relocated at load to
`table + word`.
- [x] **The record is R&C1's `TiePacketHeader`.** R&C1's own rule
`bfc_distance == 5 * shader_count` holds on **all 15,219 records of all
2,177 blocks on all 27 levels**. R&C1's rule for the colour offset holds
on **none** of them, so the games use that field differently.
- [x] **The tie relocation verifies on two levels.** `gc-trace
verify-tie-records` checks it against PCSX2's RAM: **87 of 87** blocks on
level 0 and **104 of 104** on level 1, zero mismatches, which is what
makes the record layout a finding rather than a reading of one block.
- [x] **The shrub mesh geometry is in the class blob.** A packet table at
`+0x40` names `count` packets between the table and the palette, and
they tile on **358 of 358 spans** (2,239 packets), which makes `count`
the packet count. Confirmed against the running game, which relocates
the table's offsets to absolute addresses and `data_offset` likewise.
- [x] `moby` — per-class model geometry. A class span opens with a `u32`
pointing at a part table of 16-byte records; parts tile exactly, with
`vertex_offset + 16 * vertex_count == next_part` holding for **43,467 of
43,467** parts across every class on all 27 levels. That identity is what
makes the record size fall out of the data rather than being assumed.
1,270,802 vertices over 4,560 class spans; 116 spans carry no geometry.
Vertices are 16-byte VIF-packed half-float quads, handed back raw.
- [ ] `moby_anim` — **still open, and the obvious reading is ruled out.** An
instance table would have to scale with the level's moby class count, but
**per-chunk-type record counts are level-independent** -- the same types
report 90, 77, 50 and 47 on every level tried, and the largest type
totals 2,430 = 90 x 27. Nothing in the chunk set is keyed by moby class.
The types also pair up (two types both reporting 90 on every level,
another pair both 77), which looks like two views of one fixed table
rather than two independent tables.
- [x] `collision` — container framing and header fields. A 0x40-byte header
self-describes: it carries its own size and the payload size, and
`header + payload` stays inside `core_data` on all 27 levels. 41,481,520
payload bytes across 19 levels; 8 declare zero length. Header bytes `+8`
reads zero on 22 levels and a large value on 7/9/12/13/14; the payload's
two leading `u16` are non-zero on all 19 non-empty levels (1-74 and
13-112) and are reported as `CollisionHeader::first`/`::second`.
- [ ] The collision **cell layout is not decoded.** The payload does not walk
as fixed-stride cells. On level 4 a table starts at payload `+5932` and
runs **17 entries** -- deltas rise then fall -- against a 75-cell grid,
with no arithmetic relating the two. RAM is reshaped on load: level 1's
`24 x 16` grid dimensions appear in memory, level 0's `11 x 33` appear
nowhere, so disc-side decoding has to work against the reshaped form.
A 64-byte RAM stride looked promising and is **disproved** -- the longest
such run is 27 records of identity matrices, one per level. See
`plan/pcsx2-verification.md`.
- [x] `occlusion` — the PVS grid. A z/y/x tree of u16 node offsets over 4x4x4-unit
cells, populated cells naming 128-byte masks. **412,521 cells over
140,939 masks** across the 24 levels that have one; the mask array ends
within 48 bytes of the block boundary on every level. 3 carry no occlusion
data, and an offset of 0 means *absent* rather than "at the start" — the
latter parses as a grid whose mask array happens to fit, which is how it
nearly went wrong.
- [x] `sky` — 149 sub-objects across all 27 levels, each with a count, a
four-float bounding sphere and texture dimensions. The offset table at
`+0x20` is self-limiting: entries run while strictly inside the region.
**The word at `+0x0c` is not a count** -- it disagrees with the table on
most levels and reads 196,617 on level 2 against 4 sub-objects.
- [ ] `volumes` — **not located.** Nothing examined so far presents itself as a
volume: `core_data`, the chunk region and `gameplay.bin` all yield
structures that are accounted for by something else.
- [~] `level_overlay` — header, constant block and level data parsed
(`gc_formats::overlay`, 27/27). `+0x10..+0x1220` -- 4,624 bytes -- is
byte-identical on every level; the word at `+0x0c` is **not** the file
length, falling below it on 17 levels and above on 10. The debug string
pool it opens with carries `Camera_CollPrimTest WARNING! - grid out of
bounds! (RAR)`, independent support for reading the collision payload's
two leading `u16`s as grid dimensions. **The header words are not named
and the level-specific tail is not structured yet**; the Phase 3
seven-section parser and relocation are untouched.
- [x] **The post-shrub chunk container.** A 16-byte header, a 10-byte zero gap,
then offsets tagged `0xF0000000 | low24` resolving to `chunk_start + low`;
header byte 14 is the record count, equal to `offsets.len()` on 1,123 of
1,123 chunks across all 27 levels. **77 distinct chunk types, 1,509
chunks, 34,491 records.** Moby class IDs enrich at 9,493 hits against
246.1 expected with contiguous per-type arrays -- but the arrays land in a
different place for each type, so no single pooled scan finds them.
- [x] **Chunk record framing is closed.** Every chunk has a **uniform record
length** (1,509 of 1,509) -- length varies *between* chunks of a type, never
within one, which withdrew an earlier "variable-length type" claim that had
been pooled across chunks. The record's leading byte is a **per-chunk phase
counter** (`bucket_rule`, 1,262 of 1,509 chunks) and on **1,235** of them
*both* leading bytes encode the record's own index in mixed radix
(`index_rule`), so the leading bytes carry no per-record information.
- [x] **The loader's transformation, from PCSX2 RAM.** Disc offsets
`0xf0000000 | low24` are rewritten in RAM to absolute EE pointers
`0xf1850000 | low24` -- tag replaced by the chunk's load base, low 24 bits
untouched. The payload itself is copied **verbatim**. The index finding
is corroborated live: the byte at `+2` takes exactly `0, 16, ... 240`, the
16 values `index_rule` predicts.
- [x] **Corrected: a record starts two bytes before the table's offset.** The
`02 00` read in RAM as a loader-inserted prefix is the record's own
leading word, already on the disc at every record. The loaded table
simply points two bytes earlier than the disc's, at that word. It is a
field: uniform across a chunk's records on **1,439 of 1,509** chunks,
fixed within **all 71 types**, values `{1, 2, 4, 6, 8, 10}`. Disproved
readings: an entry count (57 distinct fractional "sizes") and a
distinct-leading-byte count (0 of 1,506 agree).
- [ ] The chunk **record fields are not decoded**, and no type is named. The body
is dense (74% of `f32` reads plausible against a 49% random control) with
an index-like tail -- 12 of 163 `u16` slots in the largest type stay below
`0x1000` -- but **no count field** exists in the first 64 body bytes at any
width or stride tried. Only **9.4%** of `u16` slots are per-chunk constant,
so records are not templates.
- [x] **Moby class arrays are contiguous per type, and the pooled scan was
wrong.** See rule 3a in `AGENTS.md`: the original claim of a `u16` array at
slots 129-140 was the largest-stride type dominating an aggregate. Per
type, every one of the 26 places its array somewhere else.
**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`.