ReaperOfVeriod 1d6cddf3bb Identify the post-shrub region as a chunk container
Range measured: level 0 post-shrub, 16047040..16737344, 690304 bytes.

Method: scan for a 16-byte header ending 0xff, then 10 zero bytes, then a run
of u32 whose top nibble is 0xF.

Result: 28 chunk headers on level 0, present on all 27 levels. Each chunk is

  +0x00  16 bytes, last byte 0xff   (opaque, differs per chunk)
  +0x10  10 zero bytes
  +0x1a  N tagged offsets, top nibble 0xF

Within a chunk the offsets step by a chunk-specific stride. On level 0:
148, 340, 368, 288, 320, 236, 272, 384, 116, 160, 250, 580, 576. Near-constant
within a chunk, different between chunks.

This resolves two earlier results, both of which were half-right.

The 368-byte period is one chunk's stride, not a region property. That is why
the region-wide autocorrelation is flat: ~15 strides averaging to noise. The
15360-byte window where 368 scored +0.315 is the third chunk at region+30066,
whose stride is 368.

The "ten-entry table" earlier disconfirmed is real. Chunks carry 5 to 30 tagged
offsets, 10 most common on level 0. It was disconfirmed because I tested for a
fixed 148 stride across a whole region; the table exists, but 148 is one
chunk's stride among many.

Both errors were the same one: reporting a local measurement as a regional
property. Twice now. The control methodology caught neither, because a matched
control bounds significance but says nothing about scope.

Not decoded: the 16-byte header, the 0xF tag, where chunk data lives, and what
any chunk means. Framing established, contents not.
2026-10-11 04:20:10 +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.

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