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

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Markdown

# 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.
## 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.