No behaviour change. This is the pass over the last stretch of work to make sure the accumulated result hangs together rather than only each commit in isolation. Code. lit_color had grown a `let _ = (depth, lod_distances)` and a dead branch from repeated edits. The directional pass genuinely does not depend on distance, so the parameters are gone rather than discarded, with a note that the point lights -- not implemented -- will need them. lit_at folded into lit_color, which had become a wrapper around it. Checked for leftover scaffolding: only two env vars remain, both real (GC_ENGINE_SHOT and GC_ENGINE_DEBUG_BOUNDS); GC_ENGINE_UNLIT, GC_ENGINE_DEBUG_COLOR and GC_ENGINE_ABL were never actually written, because those edits silently failed to apply against rustfmt'd source. AGENTS.md. The crate table did not say that gc-engine owns hardware models. ps2.rs is the Emotion Engine's FPU and the lighting pass runs on it, so the boundary is now stated: gc-formats decodes inputs, gc-engine reproduces how the hardware computes with them. That is the distinction rule 2 depends on, and it was implicit. Docs. Three claims had been overtaken by what we learned and were actively misleading: * docs/formats/level-wad.md still said gameplay "does not decode with the WAD decoder". It does; it is a WAD stream. * docs/plan/level-assets.md carried a whole section, "a compression we have not identified", with a ruled-out list including "bit order", "header length" and "the WAD format at all". All three were ruled out against the wrong input. Replaced, with the failure mode kept: a uniform failure across 27 inputs was read as "the decoder is wrong" when it meant "the data was handed over uncompressed", and the positive control -- decompress and look -- was never run. * The same file still said the tfrag "record framing is not recovered". True, but it was a false lead that has since been superseded by the VIF1 framing. Kept as a recorded wrong turn rather than deleted. Also refreshed "Still open" to name what is actually outstanding: point lights, the GS register set, the guard-band clip test, the unread core_index class tables, and -- stated plainly -- that lighting magnitudes are unverified because there is still nothing to compare against. Verified after the changes: 148 tests pass, clippy and fmt clean, all 5,213 extracted files match the hash table, and level 0 still loads at 26,758 triangles with the same LOD split and fully lit.
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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. 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. 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.