ReaperOfVeriod 10f797dcdc Find a 256-byte-row image at the start of the sky region
Range measured: level 0, 2192576..2615232, the 422,656-byte sky region.
Periodicity start and end located by sliding an 8 KB window in 256-byte steps
through the region and measuring the 256-stride match rate.

Method: autocorrelation, then a periodicity scan. A random control of the
same size reads flat at 0.0000 for every stride tested.

The peak stride in the first 64 KB is 256 at a 0.772 match rate. Strides 255,
257 and 4 score nearly as high, which is what a genuine period looks like when
sampled rather than assumed -- a useful contrast with the 148-byte "stride"
that held for eight values and then broke.

Across levels the peak is 256 on 21, 512 on 5 and 128 on 1. 512 and 128 are a
harmonic and a sub-multiple of 256, so the fundamental period is 256 bytes.

Within level 0 the periodicity holds from +0 to about +60160 and then stops:
236 rows of 256 bytes, i.e. a 256-wide by 236-tall image at one byte per
pixel. The remaining ~362,240 bytes -- 86% of the region -- are not
256-periodic and stay unidentified. That is presumably what the layer offset
table at +0x20 points into.

The sky region is therefore not one thing. Its first ~60 KB is an image and
is the tractable half; the rest is still open, as is the non-uniform header
where level 2 differs from every other level.
2026-10-11 03:32:37 +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.

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.

S
Description
No description provided
Readme
13 MiB
Languages
Rust 98.8%
Python 0.9%
Shell 0.3%