ReaperOfVeriod 0b1793d6af Map shrub packet tags onto three payload kinds
Dereferenced all nine pointers in the level 0 table that carry the 0x30 tag at
byte 11 and an EE pointer at 12..15, reading 32 bytes each. They fall into
exactly three classes, three payloads each, with no overlap.

A, Q16.15 fixed-point vertex data (3 of 9): every high byte 0x80 or 0x7c,
repeating on an 8-byte boundary, values differing per payload while the
4e 4e 4c 80 tail is shared by two.

  00936a70  8d 8c 80 80 89 87 7c 80 ... 4e 4e 4c 80
  0093cde0  8a 8a 7f 80 92 90 84 80 ... 4e 4e 4c 80
  009cf4f0  6e 6f 68 80 6e 6f 68 80 ... 54 54 51 80

B, a 0x30 sub-list with a repeated word (3 of 9), structurally identical
apart from that word (0xcd, 0xc0, 0xc8), all carrying 01 00 00 05 at offset 16
and a ".. c1 01 6e" at 20.

  009376f0  00 00 00 30 cd 00 00 00 cd 00 00 00 ...
  00998880  00 00 00 30 c0 00 00 00 c0 00 00 00 ...
  009d2da0  00 00 00 30 c8 00 00 00 c8 00 00 00 ...

C, an index/attribute list (3 of 9), both opening 00 c0 05 6d, then a count,
then a run of small ascending u16.

  00939700  00 c0 05 6d 3e 00 00 00 01 00 00 00 ...
  009c1540  00 c0 05 6d 36 00 00 00 01 00 00 00 ...

So the tag vocabulary measured on disc at record byte 7 -- 0x00, 0x30, 0x6d,
0x80 -- selects the payload:

  0x30  class B, the 00 00 00 30 sub-list
  0x6d  class C, the 00 c0 05 6d attribute list
  0x00  class A, the fixed-point vertex data

0x30 heads the class B payloads and 0x6d heads the class C payloads. That was
flagged as a single coincidence two commits back; three payloads each makes it
a rule.

0x80 has no sample among these nine and its meaning stays open.

Correction: the record spacing in this table is not uniformly 0x30. The find
output shows 0x30, 0x10, 0x30 between consecutive packet headers, and only 9
of the 5632 bytes scanned carry both the 0x30 tag and an EE pointer. The
earlier "0x30 spacing" was inferred from a truncated hit list.
2026-10-12 02:20:04 +02:00
2026-10-11 20:59:19 +02:00
2026-10-11 20:59:19 +02:00

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 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. 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:

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.

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

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.

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 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 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.

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