The shrub region's end was the last unlocated bound in core_data. It was not in the core index, and unlike moby->tie it had no successor boundary to chain against, so the last shrub class in every level ran out to the lump's end and the aggregates over it (the "3.5M records / 28MB of shrub body") were artifacts of that oversized span. Range measured: for each level, from the last shrub class's geometry offset to the constant trailer. Nothing outside that range is read. Method: scan forward from the last shrub class for the pair (a) the constant two bytes f6 7c sitting immediately in front of (b) a chunk signature -- a 16-byte header ending 0xff, ten zero bytes, then four or more 0xf0-tagged offsets. The two halves are each weak alone, and the halves are measured separately: the marker pair occurs 25 to 103 times in a 5 to 17 MB lump, so matching it alone picks dozens of wrong offsets; the chunk shape matches random data often enough to need four tagged offsets before it is believed. Result: on all 27 levels the marker sits exactly two bytes before the first chunk header, and the two parts of the signature are never found apart. No chunk signature occurs inside any last shrub body, on any level. The three levels without shrub (10, 25, 26) carry the same marker before the container that closes tie instead, which is what makes the locator a property of the region rather than a shrub rule. Consequences: - All 358 shrub class bodies are bounded and are whole 8-byte records. That was not assertable while the last class in each level ran to the lump's end, and it is the check the boundary earns its keep for. - 9,600 records in total, against the 8,938 previously measurable in successor-bounded spans; 662 of them sit in the 24 last-class bodies. The shrub region totals 2,033,776 bytes across the 24 levels that have one. - The chunk container is 25,775,850 bytes across 27 levels (1,236 chunks, 22,562 records). The container measurements were previously taken over "the 900,000 bytes before the trailer", a window that did not align to its real extent: on level 0 it is 690,302 bytes, and 27 of 1,123 chunks were truncated at that invented edge. chunk_containers_resolve_on_every_level now reads the region from core_layout instead of measuring backwards from the end of the lump. core_layout takes core_data now: the container's start is the one bound that cannot be derived from the index. It gains the chunks region, so every byte of level-specific core_data belongs to a named region. Where the signature is not found the end stays None -- the region is left visible rather than clamped to the tail. Still open: the marker's meaning (constant across 27 levels, at exactly this position, unnamed) and the shrub body payload's encoding.
363 lines
19 KiB
Markdown
363 lines
19 KiB
Markdown
# Roadmap
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Status as of **2026-10-11**.
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A from-scratch native Rust reimplementation of Ratchet & Clank: Going Commando
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(PS2). Each phase ends in a **gate** — something checkable, not a feeling that
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it is going well. Phases are ordered so that the riskiest unknowns are retired
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early, while they are still cheap to retire.
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## Where we are
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- [x] Target disc identified and verified (`SCUS_972.68` v1.01, NTSC 60 Hz)
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- [x] Workspace builds (`cargo check --workspace`)
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- [x] Repository hygiene in place (pre-commit guard, `.gitignore`, licence
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record)
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- [x] **Phase 1 complete.** The disc pipeline runs end to end and is verified
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against a committed hash table, every one of the 92 asset containers
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parsing. The pipeline now also writes each level's chunk descriptors
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where they exist (3 of 27 levels).
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- [x] **Phase 2 in progress.** Level containers are parsed through their typed
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header, and the `data` extent is parsed as a container of byte ranges. The
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geometry decompresses: level 0 yields 16,969,296 bytes of level content
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from a 9.7 MB stream.
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- [x] **First drawable frame.** `gc-engine` loads a level, applies LOD selection
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and morphing for the camera, groups triangles by texture and draws them
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under a Bevy fly-camera. Level 0 renders as 26,758 textured triangles
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across 92 textures with correct UVs. Set `GC_ENGINE_SHOT=<path.ppm>` to
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capture a frame and exit.
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- [ ] **The origin bug this exposed.** Positions are i16 offsets from a
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per-patch origin, so taking the wrong STROW collapsed the whole level to
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a +-32 unit blob at the world origin while every parser test still
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passed: the vertex count matched, the triangle count matched, only the
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*place* was wrong. Fixed by taking the STROW immediately preceding the
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first position unpack rather than the last one.
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- [x] **Per-vertex colour.** The tfrag's RGBA array now modulates the texture,
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drawn unlit so the frame shows real albedo rather than a faked lighting
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model. Verified against the stored values (level 0 patch 0 runs
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`(25,26,26)` to `(108,144,141)`), which are genuinely dark.
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- [x] **Tfrag normals.** The 256-entry sine table is decoded from the level
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overlay and normals are built per vertex and handed to the renderer. The
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overlay has **no ELF header**, so the table cannot be reached through a
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program header, and its offset differs per level (level 0 `0xb650c`,
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level 5 `0xcca30`); it is located by matching the whole 256-entry curve.
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Normals are negated as stored and get the same axis swap as positions.
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The pipeline now also writes `overlay.bin`.
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- [x] **The PS2 float model.** `gc-engine::ps2` is the EE's FPU on raw bits: no
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denormals, no NaN or infinity, truncation toward zero, the adder's
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operand alignment, and `rsqrt` as sqrt-then-divide. `MAX` reads back in
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Rust as NaN, which is the sharpest available statement of why this is
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not `f32`.
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- [x] **The `LightTfrags` pass** is written and unit-tested against the PS2
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model: PEXT5 base colour, `select` set blending, re-normalised blended
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directions, and `base + A*max(dA, dA*wA) + B*max(dB, dB*wB)`.
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- [x] **The level light bank parses and level 0 is fully lit.** `gameplay` is a
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WAD stream; the extractor had been writing it compressed, which is why
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the bank framing found garbage. All 80,274 vertices of level 0 now go
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through `LightTfrags`. The renderer still counts and reports how many
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vertices it lit, because a silent fallback to stored colours would look
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plausible and be wrong.
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- [x] **The shrub region is bounded, and with it the whole lump.** Shrub's end
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was the last unlocated region bound: it is the start of the post-class
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chunk container, found by a marker-paired signature in `core_data` (the
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index carries no successor offset). The container closes shrub on the
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24 shrub levels and tie on the three without. All 358 shrub class bodies
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are now bounded and are whole 8-byte records, so shrub measurements are
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trustworthy for the first time -- the "3.5M records" figure from the
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unbounded final span is replaced by a measured 9,600.
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- [ ] Lighting *magnitudes* are unverified: they need comparison against
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reference frames, which needs the PCSX2 comparison loop.
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- [ ] Then the GS register set and the guard-band clip test.
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The disc being the exact build the reference projects pin is the single
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biggest favourable fact so far: no disc conversion, no regional timing work,
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and no re-derivation of the reference baseline.
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---
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## Phase 0 — Foundation ✅
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**Done.**
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- Disc identified: `SCUS_972.68` v1.01, USA Black Label, NTSC 60 Hz. Boot ELF
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SHA-1 `bacda860cbd6723142e86db56f197e47e728970f`, entry `0x00131AE8` — the
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entry point independently matches the value recorded by `rac2-gc-decomp`,
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which cross-confirms the identification.
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- `tools/identify-disc.py` reproduces the identification against any disc image
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and distinguishes a truncated dump from a non-PS2 image.
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- Five-crate workspace scaffolding, Bevy 0.19.1 pinned, builds clean.
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- `.githooks/pre-commit` blocks game data. Verified against seven cases:
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`.iso`, renamed disc image, WAD container, ADX container, `extracted/`,
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a 60 MiB file, and legitimate source.
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- `AGENTS.md` and `PROVENANCE.md` record conventions and licences.
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### Open from this phase
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- `alsa-lib-devel` is not installed, so Bevy's host audio backend is disabled in
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`Cargo.toml`. Audio is the last phase; revisit then.
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- Bevy feature set is deliberately minimal. Re-add features as needed rather
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than switching `default-features` back on wholesale.
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---
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## Phase 1 — Disc pipeline ✅
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**Done.** Gate met: every extracted file matches the committed hash table.
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- [x] `iso9660` reader (R&C2 lists assets as real files, unlike R&C1)
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- [x] `G/*.WAD` container header parsing — 92 containers, three table shapes
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- [x] WAD LZ77 decompression (`wad.rs`, four packet classes)
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- [x] Unpack every container, bounds-checking each extent
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- [x] SHA-1 table for all 5,135 files (hashes only, never content)
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- [x] `verify` stage, plus integration tests against a real disc
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- [x] Format specs written: `disc-layout.md`, `global-wad.md`, `wad.md`
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- [x] Work record with the negative results: `plan/disc-pipeline.md`
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```text
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gc-extract identify disc.iso -> SCUS_972.68 v1.01 NTSC, ELF SHA-1 matches
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gc-extract unpack disc.iso out/ -> 5135 files, 4,500,106,960 bytes, 10.8s
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gc-extract verify out/ table.tsv -> OK: 5135 files match
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```
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**Not done, deliberately:** the table of contents at sector 1001 is documented
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but not read. Enumerating the ISO filesystem is simpler and sufficient; the ToC
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matters when per-level overlay loading is understood in Phase 3.
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**Two wrong turns are recorded** in `plan/disc-pipeline.md`, because both would
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be easy to repeat: the container pair table read backwards, and the LZ77 stream
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mistaken for a bit stream. Both produced plausible-looking wrong output before
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failing, which is the failure mode worth guarding against.
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---
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## Phase 2 — Format parsers
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**Goal:** every asset type parses into plain Rust values, tested against real
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disc data.
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Phase 1 hands over the extents; this phase works out what each one contains.
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**Done so far:**
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- [x] `level_wad.rs` — the 0x60-byte header on all 27 level containers, naming
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four extents plus three chunk descriptors. Verified: extents tile each
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container in file order (27 of 27).
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- [x] Two facts the format documentation does not state, both measured here:
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sizes in this header are **sector counts** where the generic `G/` table
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uses byte counts, and **`LEVEL21.WAD` reports level id 30**, so container
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order is not level identity.
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**In progress:**
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- [x] `data` — the extent header locates `core_index` and `core_data`; the
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geometry decompresses and is verified on level 0.
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- [x] `core_index` class tables — moby, tie and shrub. They were ruled out
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for want of an entry size, which is knowable exactly: each table ends
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precisely where the next begins, and that chain closes on 27 of 27
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levels. 32 bytes per moby/tie entry, 48 per shrub. Across the disc:
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**5,796 moby, 1,864 tie, 358 shrub classes**. Identifying `tfrag` by its
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own structure is what led here.
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- [x] `occlusion` and `sky` offsets located and their first bytes read.
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- [x] Region layout of `core_data` established: tfrag, occlusion, sky, collision
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and `textures_base` are offsets, strictly increasing on all 27 levels.
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Terrain is `[0, occlusion)` and carries inline texels.
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- [x] Region layout **closed**: the chunk container's marker-paired signature
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ends the last class region, and the constant trailer ends the container.
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Every byte of level-specific `core_data` now belongs to a named region.
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- [x] **tfrag vertex format: recovered.** The tfrags block header gives a table
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offset (`0x40`) and a patch count; each patch is a 0x40-byte header whose
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`data` offset is relative to the table, not to the block. Positions are
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V3_16 payloads inside a VIF1 command list, split across three lists per
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patch (common, LOD 0+1, LOD 0). The whole vector format is encoded in the
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command byte and every element size follows from it. Verified on all 27
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levels: **18,102 patches, 821,439 vertices**, each patch yielding exactly
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its own `vert_count`. See `plan/level-assets.md` and `gc-formats::tfrag`.
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- [x] **tfrag topology: recovered.** Vertex-info (UVs plus LOD parenting), the
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strip command lists and the index arrays, classified by unpack format and
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destination VU address. Strip indices address the vertex-info array
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rather than positions. Every patch's strips expand to exactly its own
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`tri_count`: **18,102 patches, 809,879 triangles**, all indices in range.
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See `plan/level-assets.md` and `gc-formats::tfrag`.
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- [x] **tfrag texture bindings and per-vertex data.** The ad-gifs decode to a
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texture index, wrap modes, minification filter and LOD bias; the level
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index gained a texture table (`level_core.rs`) for those indices to land
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in. Per-vertex RGBA and light/normal records recovered from their fixed
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offsets. All 27 levels: 47,950 ad-gifs, every index in range, 90% of the
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level texture tables referenced.
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- [x] **Level textures decode.** 8-bit indexed texels plus a 256-entry CSM1
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CLUT from `gs_ram`, honouring the PS2 CLUT block swap and the 0x80 alpha
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scale. The pipeline now writes `gs_ram.bin`, which it had been skipping.
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All 1,595 tfrag textures on all 27 levels decode; 96.8% fully opaque and
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96.3% with real detail. Verified visually via the new
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`gc-extract dump-texture`, because a wrong lookup still yields a
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well-formed image of the wrong thing.
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- [x] **tfrag LOD selection.** Switch distances scale as `[6L, 4L, 2L]` from the
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block header's float; six draw modes result from testing the bounding
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sphere against `trunc(D * 1024)`, so a patch straddling a threshold takes
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the coarser mode and distance never moves back to finer detail. Morph
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weights run 0..1 across each tier's band, and collapse replaces an entry
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with its first parent rather than blending it.
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- [x] **tfrag parent indices.** The four V4_8 arrays are classified by VU
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address, but the addresses collide, and each V4_8 element holds four
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indices so an array is `count * 4` bytes rather than `count`. With
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`unk_06`/`unk_0a` suppressing absent tiers, all 370,349 LOD entries
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across the 27 levels resolve: 29,043 LOD-01 and 341,306 LOD-0, zero
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failures. See `plan/level-assets.md` for the two corrections.
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- [x] `gameplay` — **it is a WAD stream**, exactly like `core_data`; the
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extractor was writing it compressed. Decompressed, level 0 is 1,872,256
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bytes and holds 5 directional light sets. The earlier "does not decode
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with the WAD LZ77 decoder, bit order and header length ruled out" note
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was wrong about the cause: the decoder was right and the input was not
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what it looked like. Corrected in `plan/level-assets.md`.
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- [ ] `occlusion` — 2 to 25 sectors, small enough to read whole.
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- [ ] `sound_bank` — `SBlk` and `DAW` signatures found in all 27.
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- [ ] `data` — the large one: 4.2 to 21.9 MB of geometry per level.
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- [ ] `tfrag` — terrain: LOD chains, strips, morph targets
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- [ ] `tie` — instanced environment geometry, fat vertices
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- [~] `shrub` — class table done (48-byte entries, not 32; reading shrub at
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32 still gives 231 sane-looking entries of 358, which is the hazard).
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Geometry header parsed and both fields **checked**, not merely reported:
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`+0x24` equals the entry's own `o_class`, and `+0x2c` is an in-span data
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offset, on all 358 spans. Shrub does **not** use moby's part-table format.
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The body is **8-byte records, 6 varying bytes and 2 constant**, and now
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that every span is bounded by the located chunk container, all 358
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bodies are whole records — 9,600 in total. The payload's encoding is
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still unknown, and so is the 2-byte marker that closes the region.
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- [x] `moby` — per-class model geometry. A class span opens with a `u32`
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pointing at a part table of 16-byte records; parts tile exactly, with
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`vertex_offset + 16 * vertex_count == next_part` holding for **43,467 of
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43,467** parts across every class on all 27 levels. That identity is what
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makes the record size fall out of the data rather than being assumed.
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1,270,802 vertices over 4,560 class spans; 116 spans carry no geometry.
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Vertices are 16-byte VIF-packed half-float quads, handed back raw.
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- [ ] `moby_anim` — skeletal animation, still open
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- [x] `collision` — container framing. A 0x40-byte header self-describes: it
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carries its own size and the payload size, and `header + payload` stays
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inside `core_data` on all 27 levels. 41,481,520 payload bytes across 19
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levels; 8 levels declare zero length. The cell layout is **not** decoded
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-- the payload does not walk as fixed-stride cells, and variable-length
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faces stop partway into the first cell rather than tiling it.
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- [x] `occlusion` — the PVS grid. A z/y/x tree of u16 node offsets over 4x4x4-unit
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cells, populated cells naming 128-byte masks. **412,521 cells over
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140,939 masks** across the 24 levels that have one; the mask array ends
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within 48 bytes of the block boundary on every level. 3 carry no occlusion
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data, and an offset of 0 means *absent* rather than "at the start" — the
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latter parses as a grid whose mask array happens to fit, which is how it
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nearly went wrong.
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- [ ] `sky`, `volumes`; textures are done (CSM1 CLUT + PS2 alpha)
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- [ ] `level_overlay` — the seven-section parser and relocation from Phase 3
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**Gate:** every parser has a golden test against bytes from the real disc, and
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reports mismatched header counts as failures rather than warnings.
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**Discipline:** bound every read. Typed errors, no panics, no reads past the
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buffer.
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---
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## Phase 3 — Overlay system
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**Goal:** make 27 level overlays tractable.
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Every overlay carries the same seven sections (`.lit`, `.bss`, `.data`,
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`lvl.vtbl`, `lvl.camvtbl`, `lvl.sndvtbl`, `.text`) and the same engine code,
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linked at different addresses. ReRAC solves this by masking relocations — `j`/
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`jal` targets, `lui` immediates of main-RAM addresses, the `%lo` that completes
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them, and `$gp`-relative operands — then matching the masked words to find a
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reference function's copy on another overlay.
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- [ ] Port the masking and code-identity logic
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- [ ] `Relocation::func` and `Relocation::data`
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- [ ] `$gp` for this game (`0x001AEFF0`, against R&C1's `0x166c00`)
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- [ ] Extend the level table from 19 to 27
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**Gate:** every level-01 function's relocated copy is found on all 27 overlays;
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cross-checked against an independent cluster hash.
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**Why this is high-value:** it turns "27 overlays of unknown code" into a table
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lookup, and it is the main thing inherited from ReRAC.
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---
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## Phase 4 — Engine core
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**Goal:** draw a frame.
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- [ ] Graphics Synthesizer in wgpu, with the GS's own rules: its
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`round(log2(z/n) + K)` mip selection, blend and alpha-test behaviour,
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alpha `0x80` meaning 1.0, CLAMP wrap
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- [ ] VU0/VU1 skinning and lighting on the PS2 float model
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- [ ] LOD/morph/cull per `TfragProc` and `TieProc`
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- [ ] Occlusion culling, fog, shadows
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- [ ] GIF/VIF packet stream interpretation
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**Gate:** CPU and GPU paths agree on every vertex of a reference level — the
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same identity check ReRAC runs.
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**Risk:** VU1 microcode is **binary** in the game's `.vutext` section, so it is
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reverse engineered rather than parsed. This is the hardest single item in the
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project and the main threat to the timeline. Note that ReRAC's own moby VU1
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analysis trips their disassembler on two opcodes.
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---
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## Phase 5 — Veldin vertical slice
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**Goal:** one planet, playable start to finish.
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- [ ] Ratchet's controller on a **spherical** planet
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- [ ] Chargeboots: hold/release timing, chained jumps, dash
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- [ ] Wrench and the camera
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- [ ] Collision and the HUD
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**Gate:** Veldin is completable and visually matches PCSX2 frame-for-frame under
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replayed input.
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**This is the go/no-go for the project.** If Veldin works, the other 26 levels
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are content. If it does not, the reason is discovered while it is still cheap.
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Spherical gravity is the thing most likely to break, because it invalidates
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R&C1's movement and camera assumptions wholesale.
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---
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## Phase 6 — Remaining overlays and the shell
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- [ ] Per-level moby class dispatch via `lvl.vtbl`
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- [ ] Remaining 26 levels
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- [ ] Planets, travel, the Gadgetron vendor, RPG upgrades
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- [ ] Weapon modification bitmasks (lock-on, shock, acid, …)
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- [ ] Minigames and challenges
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- [ ] The 25-state memory-card FSM and its UI
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- [ ] IFF chunk saves, including import of a R&C1 save to unlock legacy weapons
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---
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## Phase 7 — Audio and video
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- [ ] 989snd v2 audio decode and playback (not CRI ADX — a different codec)
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- [ ] SPU2 mixing, reverb zones, level sounds
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- [ ] IPU/MPEG-2 video for the title screen and cutscenes
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---
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## Phase 8 — Fidelity pass
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Differential testing against PCSX2 across every level:
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- [ ] Recorded-input frame comparison, per planet
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- [ ] Geometry, fog, blend, alpha, texture sampling
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- [ ] Audio sync and 60 Hz timing
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- [ ] Behavioural comparison: traversal routes, boss timing, RNG
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---
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## Principles
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- **A gate is pass/fail, not a percentage.** "Looks fine" is not progress.
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- **Negative results are written down.** A ruled-out approach saves the next
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attempt as much as a working one.
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- **The float model is not negotiable.** Approximate is not the same as
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faithful, and the difference is visible in how the game feels.
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- **Fidelity over tidiness.** Where the original does something that looks like
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a bug, reproduce it and say why in a comment. See `AGENTS.md`. |