Files
Going-Commando/AGENTS.md
T
ReaperOfVeriod a02f79a6d1 Initialise native Rust port of Ratchet & Clank: Going Commando
Sets up the foundation for reimplementing the PS2 game in Rust rather than
emulating it. Nothing is implemented yet; this is the scaffold, the verified
target and the working agreements that keep a long project coherent.

Target disc, verified against a real image:

  SCUS_972.68 v1.01, USA Black Label, NTSC 60 Hz
  boot ELF 2,618,684 bytes, SHA-1 bacda860...d098a77, entry 0x00131AE8

The entry point independently matches the value recorded by the rac2-gc-decomp
community reference, which cross-confirms the identification. This is the exact
build the upstream research pins; Greatest Hits v2.00 is a different binary and
is not the target. NTSC matters beyond label compatibility: PAL discs run 50 Hz,
which would make chargeboots and other speed-sensitive movement run at 5/6
speed. Verifying the disc before writing movement code avoids discovering that
in Phase 5.

Contents:

- Five-crate workspace (formats, extract, game, video, engine) on Bevy 0.19.1,
  matching the version ReRAC uses so its Graphics Synthesizer and VU work stays
  portable. `cargo check --workspace` is clean.

- tools/identify-disc.py, which reproduces the identification against any
  disc image and distinguishes a truncated dump from a non-PS2 image.

- .githooks/pre-commit, refusing game data from entering git history: disc
  image extensions, asset directories, container signatures at offset 0, and
  files over 50 MiB. Verified against seven cases including a disc image
  renamed to look like source. Now that this pushes to a remote, this matters
  more than it would have locally.

- AGENTS.md, the operating agreements: no game data ever, reproduce the PS2
  float model rather than approximating it, bound every read, verify against
  the real disc.

- PROVENANCE.md, recording that this follows ReRAC (ISC) and learns from
  rac2-gc-decomp (MIT). Wrench is used as a written specification only and no
  GPLv3 code is copied, since that would relicense everything derived from it.
  RAC2Decomp is explicitly not used: its provenance is disputed in the upstream
  community reference, and it targets the wrong region.

- docs/roadmap.md, phased so the riskiest unknowns are retired early. The two
  that matter: overlay relocation transfers from ReRAC and makes 27 level
  overlays tractable, while VU1 microcode is binary and is the hardest single
  item. Phase 5 is a deliberately scoped Veldin vertical slice as the go/no-go.
2026-10-09 15:42:10 +02:00

5.7 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-commit blocks disc images, asset directories, container signatures and files over 50 MiB. It is activated via git config core.hooksPath .githooks — check that this is still set in a fresh clone, or run git 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. 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".

4. 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
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.

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.

Conventions

  • Rust 2021 edition, workspace inheritance for all shared config. Do not hardcode a version in a member crate.
  • rustfmt defaults. Clippy warnings are errors in spirit; do not silence them without a comment explaining why.
  • Error types: thiserror for library errors in gc-formats and gc-game, anyhow at the binary/xtask boundary.
  • Comments explain why, especially for anything that looks like a bug. The .githooks and 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 in tests/ for golden-file checks against real disc data.

Working rhythm

This is a long project. Keep it navigable:

  1. Work in small, coherent commits with a substantive body explaining what was non-obvious. Match the existing style in git log.
  2. Update docs/roadmap.md when a phase advances or a gate is met.
  3. Write the docs/plan/*.md file 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.
  4. 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.

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.