All eight sub-list payloads from level 0 were read to their exact extent (count * 16) and compared block by block. Range measured: savestate slot 1, the packets at 0x009376f0, 0x00939c50, 0x0093cc70, 0x00998880, 0x009c19c0, 0x009cf370, 0x009d2da0 and 0x009f5aa0, counts 21 to 41, each truncated to exactly count*16 bytes. Every payload contains exactly five blocks tagged 00 00 00 30, and the first three are always at offsets 0, 32 and 64: 009376f0 22 0, 32, 64, 184, 304 00939c50 36 0, 32, 64, 268, 400 0093cc70 23 0, 32, 64, 200, 288 00998880 36 0, 32, 64, 272, 404 009c19c0 25 0, 32, 64, 196, 300 009cf370 24 0, 32, 64, 204, 316 009d2da0 41 0, 32, 64, 308, 448 009f5aa0 21 0, 32, 64, 176, 280 Blocks 4 and 5 move with the payload; the first three do not. Eight payloads, eight different block-4/5 positions, and 0/32/64 in every case. Per-block fields constant across all eight: block 0 byte 4 varies 0x78..0xcd block 1 byte 4 = 0 in 8/8, trailer 00000000 in 8/8 block 2 byte 4 varies independently, bytes 16-20 zero in 8/8 block 3 byte 4 EQUALS BLOCK 0 in 8/8 block 4 byte 4 = 0 in 8/8 Block 2's word is unrelated to block 0's in every case, so the equality is not every block reading one shared field. Correction: the "byte permutation table" reported in the previous commit does not generalise. It appears in 0x009376f0 at offset 212, but a scan across all eight payloads finds no such run outside that one. It was one payload's block content, not a format feature. The five-block shape, the fixed 0/32/64 offsets and the block-0/block-3 equality are what survive eight-way comparison. Not established: what the five blocks are, why blocks 0 and 3 share a word, and what moves blocks 4 and 5 -- their offsets are not monotone in count (21 gives 280, 36 gives 400 and 404), so something inside the earlier blocks sets them.
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.