PCSX2 was set up and working but existed only in this machine's filesystem and in people's heads, so every comparison looked like a one-off observation rather than something re-runnable. The setup section in docs/plan/pcsx2-verification.md now records where the emulator, the BIOS, the disc, the savestates and the PINE socket are, how a state is captured, and which command the disc integration tests need -- and AGENTS.md and README.md point at it from their orientation sections. One operational detail worth spelling out: the emulator's directory is lowercase (pcsx2), which is not what people type.
166 lines
7.5 KiB
Markdown
166 lines
7.5 KiB
Markdown
# PCSX2 verification (`gc-trace`)
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Status as of **2026-10-11**. The tfrag lighting magnitudes are verified; this
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is the file that records how, so the next comparison starts from the
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harness instead of from scratch.
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Tool: `tools/trace` (`gc-trace`). It never ships, no shipped crate depends on
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it, and it reads the game's own memory out of a running emulator, a
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savestate, or a raw dump.
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## What exists now
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```text
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gc-trace pine-info # protocol handshake
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gc-trace dump-ee <src> [--out FILE] # 32 MiB EE RAM image
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gc-trace find <src> --bytes HEX # content search (the locators use it too)
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gc-trace read <src> --addr HEX --len N
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gc-trace info <src> # savestate metadata
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gc-trace compare-tfrag-light <unpacked-dir> [--level N] <src>
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```
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`<src>` is `--pine [slot]`, `--state FILE` / `--state latest`, or `--ee FILE`.
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It may sit anywhere on the command line.
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The comparison:
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1. **Locates the tfrags block in RAM by content** -- the key is tfrag 0's
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bounding sphere, sixteen bytes unique in 32 MiB. A candidate is accepted
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only when the block header matches, **every** header matches the disc on
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the invariant bytes (everything but the relocated `data` pointer and the
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runtime occlusion index), and every `data` pointer is the relocated form
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`table + disc offset`. Anything less is a plausible wrong read.
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2. **Locates the light bank the same way**, by its exact section bytes.
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3. **Runs the pass** over the same disc data with
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`gc_engine::tfrag_light::light_tfrag`.
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4. **Diffs per channel, per vertex**, bucketed by vertex class, with the first
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few mismatching vertices' *terms* (`gc_engine::tfrag_light::
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light_vertex_terms`) printed so a mismatch can be attributed.
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## Result: levels 0 and 1, verified 2026-10-11
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Level 0 (Veldin), three inputs -- the live emulator over PINE and two PCSX2
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savestates from that level, all agreeing byte for byte:
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```text
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level0: tfrags block at 0x848000, table at 0x848040, 833 tfrags
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headers matching the disc on invariant bytes: 833/833
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data pointers relocated as table + disc offset: 833/833
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light bank in RAM at 0x50ab20, byte-identical to the disc's
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vertices compared: 40600 (162400 colour bytes)
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equal: 162400 (100.00%)
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runtime-set: 3130 vertices, 3130 fully equal
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single-set: 37470 vertices, 37470 fully equal
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```
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Level 1, from savestate slot 2 and cross-checked against the live emulator:
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```text
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level1: tfrags block at 0x84c000, table at 0x84c040, 401 tfrags
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headers matching the disc on invariant bytes: 401/401
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data pointers relocated as table + disc offset: 401/401
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light bank in RAM at 0x50f4a0, byte-identical to the disc's
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vertices compared: 26470 (105880 colour bytes)
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equal: 105880 (100.00%)
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runtime-set: 129 vertices, 129 fully equal
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single-set: 26341 vertices, 26341 fully equal
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```
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Level 1 matters more than one more tally: it is a different planet with a
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different geometry extent, a different light bank and a different
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runtime-set population, and it agrees on every byte. The two fixes below are
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therefore not level-0 coincidences.
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What this establishes:
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- **The tfrag locator and the pointer model are right.** 833 of 833 headers
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match on invariant bytes and 833 of 833 `data` pointers are relocated
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exactly `table + disc offset`, so the block found in RAM is the level's and
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the geometry read out of it is the geometry the game drew.
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- **The light bank framing is right.** The section found in RAM is
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byte-identical to the disc's: offset at `+0x04`, an `i32` set count, twelve
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bytes of pad, then 0x40-byte sets. The previous reading -- offset at
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`+0x00`, count at `+0x04` -- was wrong, and this is what settled it.
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- **The lighting magnitudes match exactly**: every one of the 162,400 colour
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bytes the game wrote equals ours. This was the open item in
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`docs/roadmap.md` and `docs/plan/level-assets.md` ("Lighting magnitudes are
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unverified: they need comparison against reference frames").
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## Two bugs the comparison found
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Both produced plausible output and neither was visible in a screenshot.
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**1. The normal's z was not negated.** `vertex_normal_bits` negated x and y
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and left z positive, while the renderer's `NormalTable::normal` negates all
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three. The result: `dA = -0.707` where the game had `+0.707`, so
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`max(dA, dA·wA)` picked the wrong branch and every vertex lit near its base
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colour -- dark, but not *wrong* dark. Level 0 agreed on 95.88% of colour
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bytes with the bug and 100.00% without it.
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**2. A record with no light set drew transparent black.** `select 0x000f`
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names set 15; the level's directional bank has 5 sets, so the pass had no set
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to light with and yielded `[0,0,0,0]`. The game writes the record's **base
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colour**: 3,130 of level 0's 40,600 vertices do this. The vertex is unlit, not
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invisible.
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## Finding the next thing
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- **Compare another level.** All three inputs available are level 0; another
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level needs a savestate taken in it (F1 in-game, or `gc-trace
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pine-savestate SLOT`). The harness takes `--level N` already.
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- **Point lights.** The runtime-set cluster is set 15 and above; those slots
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are filled by gameplay, so they cannot be verified from a level-load image.
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Comparing them needs a frame with point lights in it.
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- **Blended sets.** Both levels' vertices are all single-set (`select &
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0xff00 == 0`), so the blend path -- the only path `rsqrt` touches -- is
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untested against the game.
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- **Distil, then test.** A comparison is not a regression. When a fact from
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here becomes load-bearing, distil it into a numbers-only fixture under
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`tools/trace/tests/` and test against that; no test may read a savestate, a
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dump or a live emulator.
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## The test setup
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PCSX2 is installed and working on this machine, so every comparison above can
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be re-run rather than being a one-off observation.
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| What | Where |
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|---|---|
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| Emulator | `~/Desktop/pcsx2/pcsx2-v2.8.2-linux-appimage-x64-Qt.AppImage` — the directory name is **lowercase** on disk |
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| Game disc | `~/Desktop/pcsx2/games/Ratchet & Clank - Going Commando.iso`; verified target `SCUS_972.68` v1.01 NTSC ([`docs/disc-identification.md`](../disc-identification.md)) |
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| Emulator config | `~/.config/PCSX2/` (`sstates`, `bios`, `memcards`, `inis`, `logs`) |
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| BIOS | extracted into `~/.config/PCSX2/bios/` |
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| Savestates | `~/.config/PCSX2/sstates/SCUS-97268 (38996035).NN.p2s`, `NN` = slot |
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| Unpacked disc | `~/Documents/gc-extracted/`, all 27 levels |
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| PINE socket | `$XDG_RUNTIME_DIR/pcsx2.sock` (`/run/user/1000/pcsx2.sock`), slot 28011 |
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The emulator boots the disc with `-fastboot`; a level takes about a minute
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from a cold start to reach. To capture a state manually, press F1 in-game (it
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lands in the slot's `.p2s`); to capture from a script, `gc-trace
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pine-savestate SLOT` asks the emulator to write one.
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The disc integration tests need the image, not the emulator:
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```sh
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GC_DISC="$HOME/Desktop/pcsx2/games/Ratchet & Clank - Going Commando.iso" \
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cargo test --workspace
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```
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## Running it
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```sh
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cargo run -q -p gc-trace -- pine-info
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cargo run -q -p gc-trace -- compare-tfrag-light ~/Documents/gc-extracted --level 0 --pine
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cargo run -q -p gc-trace -- compare-tfrag-light ~/Documents/gc-extracted --level 0 \
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--state ~/.config/PCSX2/sstates/<name>.p2s
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```
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Exit status is 0 when every byte matches, 2 on mismatches, 1 on error, so it
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can be run as a check. PINE must be enabled in the emulator (Settings →
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Advanced); the socket is `$XDG_RUNTIME_DIR/pcsx2.sock` on Linux.
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**Nothing here redistributes game data.** The disc, the BIOS and the
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savestates are the user's own; the repository holds the tool and the numbers.
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