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.
112 lines
4.2 KiB
Markdown
112 lines
4.2 KiB
Markdown
# Going Commando
|
|
|
|
A native PC reimplementation of **Ratchet & Clank: Going Commando** (PlayStation
|
|
2, 2003), written in Rust.
|
|
|
|
The game is reimplemented, not emulated. There is no MIPS interpreter here and
|
|
no CPU emulator: the systems are ported to Rust so they run as ordinary native
|
|
code.
|
|
|
|
**Status: initial scaffold.** The disc is identified and verified, the
|
|
workspace builds, and nothing else is implemented yet. See
|
|
[`docs/roadmap.md`](docs/roadmap.md) for where things stand and what comes next.
|
|
|
|
## The target
|
|
|
|
| | |
|
|
|---|---|
|
|
| Game | Ratchet & Clank: Going Commando |
|
|
| Platform | PlayStation 2 |
|
|
| Disc | `SCUS_972.68` v1.01, USA Black Label |
|
|
| Video | NTSC, 60 Hz |
|
|
| Boot ELF SHA-1 | `bacda860cbd6723142e86db56f197e47e728970f` |
|
|
|
|
Verified against a real disc — see [`docs/disc-identification.md`](docs/disc-identification.md).
|
|
This is the build the reference projects pin; Greatest Hits v2.00 is a
|
|
different binary and is not the target.
|
|
|
|
## No game content
|
|
|
|
This repository contains **no game assets, no disc images, no BIOS dumps and no
|
|
proprietary toolchains**. You supply your own legally obtained copy of the disc
|
|
as an input, the way the upstream reference projects do.
|
|
|
|
A pre-commit hook enforces this, blocking disc images, asset directories,
|
|
container signatures and files over 50 MiB. If you clone elsewhere, enable it:
|
|
|
|
```sh
|
|
git config core.hooksPath .githooks
|
|
```
|
|
|
|
## Layout
|
|
|
|
```
|
|
crates/
|
|
gc-formats/ asset format parsers (pure, no I/O beyond the caller's buffer)
|
|
gc-extract/ disc pipeline: identify, unpack, verify
|
|
gc-game/ game logic: hero, weapons, moby classes, progression, saves
|
|
gc-video/ IPU / MPEG-2 decode
|
|
gc-engine/ Bevy app: Graphics Synthesizer, VU0/VU1, renderer, frame loop
|
|
docs/
|
|
disc-identification.md which disc we build against, verified
|
|
roadmap.md phases, gates, current status
|
|
plan/ one file per subsystem, written as work proceeds
|
|
formats/ format specs, written as formats are reversed
|
|
tools/
|
|
identify-disc.py identify any Going Commando disc image
|
|
vendor/
|
|
rerac/ pinned upstream reference checkout (not tracked)
|
|
```
|
|
|
|
## Building
|
|
|
|
Requires a Rust toolchain via [rustup](https://rustup.rs).
|
|
|
|
```sh
|
|
cargo check --workspace
|
|
cargo test --workspace
|
|
```
|
|
|
|
The host audio backend is disabled in `Cargo.toml` (see the comment there) so
|
|
that the workspace builds without system ALSA development headers. Audio decode
|
|
is the last phase of the port and lives in `gc-video`; re-enable it and install
|
|
`alsa-lib-devel` when that work starts.
|
|
|
|
## Identifying a disc
|
|
|
|
```sh
|
|
python3 tools/identify-disc.py <your-disc.iso>
|
|
```
|
|
|
|
Reports the serial, version and video mode from `SYSTEM.CNF`, hashes the boot
|
|
executable, and warns when the disc is not the supported build. Reads only a
|
|
few megabytes, so it is near-instant.
|
|
|
|
## How it will be verified
|
|
|
|
Visual and behavioural comparison against PCSX2, replaying recorded input and
|
|
comparing frames, level by level. The PS2 float model is reproduced rather than
|
|
approximated — see [`AGENTS.md`](AGENTS.md#2-reproduce-the-ps2-float-model).
|
|
|
|
PCSX2 is installed and working on this machine; the comparison loop that reads
|
|
the game's own memory over its debug protocol is up, and level 0's and level
|
|
1's tfrag lighting are verified byte-exact against it. See
|
|
[`docs/plan/pcsx2-verification.md`](docs/plan/pcsx2-verification.md) for the
|
|
setup and how to run it.
|
|
|
|
## Credits and licensing
|
|
|
|
This project learns from and is built on the work of others. Licences are
|
|
recorded in [`PROVENANCE.md`](PROVENANCE.md) and notices must travel with any
|
|
code derived from them.
|
|
|
|
- **ReRAC** — a native Rust/Bevy port of *Ratchet & Clank* (2002), the first
|
|
game. ISC. The architecture this project follows.
|
|
- **OpenRAC / rac2-gc-decomp** — matching decompilation research for this
|
|
game. MIT. Source of verified struct layouts and engine documentation.
|
|
- **Wrench** — community documentation of Insomniac's container formats. GPL,
|
|
used as a specification reference only; no code is copied.
|
|
|
|
Ratchet & Clank is a trademark of Sony Interactive Entertainment. This is an
|
|
unofficial fan project, not affiliated with or endorsed by Sony Interactive
|
|
Entertainment or Insomniac Games. |