ReaperOfVeriod 199ce33dd8 The moby class-id space is known: lvl.vtbl, and the old bound was simply wrong
Used the working section parser to reach something the decomp describes but does
not decode. lvl.vtbl is section 3 of the level program, records of three words:

    [0] oClass      the moby class identifier
    [1] handler     UpdateMoby_<oClass> in this level's .text
    [2] auxiliary   the same value for every record of a level, 26 of 27

Across 27 levels: 5,878 records, 1,163 distinct class ids, range 0..0x13BA (5,050),
median 38 new ids per level. The decomp independently notes 5,598 of 5,788 handlers
are preceded by a jr ra within three words, so the addresses are function entries.

WHY THIS RETIRES THE EARLIER BOUND

moby_classes.count is 238 on level 0. 1,135 of the 1,163 real ids -- 97.6% -- are
at or above that number. So "value < moby_classes.count" was never a test for "this
is a class id". It was a test for "this is a small number".

That is the mechanism behind the chunk class-ID artifact I retracted two commits
ago:

    slot values 1, 3, 4, 5, 10, 11, 12, 13, 15
    all below 238, so all scored as hits, giving 305x enrichment

The bound was wrong BEFORE the artifact was noticed, and the artifact was a
consequence of it. My retraction said "dominant values, not the field", which was
right and incomplete -- the reason those values looked significant is that the
test selected for smallness. Knowing the actual id set is what turns that from a
guess into a mechanism.

RE-SCORED AGAINST THE REAL SET

With the game's own 1,163 ids as the validity test, nothing separates:

    best slot      0.375   (type f2ef4275 slot 34)
    chance rate    0.018   (1,163 ids in 65,536 values)
    a dozen slots  0.25 .. 0.38, no gap between them

Twenty times chance is not nothing, but a dozen slots packed into one band with
nothing above them is what a broad property looks like, not a field.

So the chunk class-ID question is closed with a positive result attached: the id
space is known and usable, and it is not the class count. That also unblocks the
documented dependency on the moby_anim item, which was waiting on class records.

Asserted in moby_class_ids_come_from_lvl_vtbl_not_from_the_class_count.

262 tests.
2026-10-14 03:34:35 +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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