ReaperOfVeriod 2569cc06ab Decode the collision payload's leading two counts
Range measured: the first four bytes of the payload on all 19 levels that carry
a non-empty one.

Result: two u16 at payload +0 and +2, both non-zero on all 19, ranging 1..74 and
13..112, products 53 to 3256.

  level  0  11 x 33  =   363   payload   903248
  level  1  24 x 16  =   384   payload  2800496
  level  2   1 x 53  =    53   payload  2315296
  level  7  40 x 35  =  1400   payload  4049232
  level  9  74 x 44  =  3256   payload  2518352
  level 13   2 x 64  =   128   payload  3333520
  level 26  27 x 112 =  3024   payload   652176

Reported as two counts, not as a named grid. They have the shape of collision
grid dimensions -- bounded, both non-zero, products in the hundreds to thousands
-- but nothing measured ties the product to the payload size or to any per-cell
stride. Level 2's 1 x 53 giving a 2.3 MB payload and level 26's 27 x 112 giving
652 KB shows the product does not size the payload, so either cells vary wildly
in size or these are not grid dimensions. Naming them width and depth would be a
reading, not a measurement.

After the two counts comes a run of u16 that stays below 8192 for 30 to 58
entries depending on level, always an even count, and is not ascending. That is
where the per-cell table most likely starts, and it is the next thing to
resolve.

Exposed as CollisionHeader::first and ::second. They live in the payload rather
than the header, so CollisionHeader::region fills them in and the bare
CollisionHeader::parse leaves them zero -- documented at the call site so the
difference is not mistaken for an absence.
2026-10-12 02:58:46 +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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