parse_tie_block walks to a 0xf6 terminator that every real block carries, on
2177 of 2177 across all 27 levels, followed by zero padding. This is what makes
the blocks parseable: packets[1] bounds one on only 461 of 1864 classes, so the
terminator is the only general way to find one.
The terminator was worth a control, because 0xf6 could have been byte-frequency
coincidence. It occurs in payloads at 0.83x the uniform rate -- slightly LESS
often than chance -- while the last non-zero byte is 0xf6 on 909 of 922 blocks in
the first subset, against 17 of 922 for the same blocks cut at a random point. So
it is a terminator, not a common byte.
packets == 0 means the class has NO block at that LOD: of 3,728 (class, LOD)
slots, 2177 point at a block and 1551 are exactly zero.
Corrected header, over all 2177:
+0x00 count multiple of 16 on all; 42 distinct; never zero
+0x02 zero on all
+0x04 exactly four values: 0x501 (1069), 0xa02 (720), 0xf03 (350),
0x1404 (38)
+0x06 16 distinct, never zero
+0x08 180 distinct, never zero
+0x0a 61 distinct, never zero
+0x0c 125 distinct, never zero, clustered 0x043f..0x0443
+0x0e 11 distinct, zero on 2162 -- the only non-universal field
+0x0c clusters around 1087-1091, close enough to a block length to be worth
stating, but it is NOT the length: the difference against the true payload length
scatters from -12 to -172.
A correction to the previous commit. It reported 3,728 blocks all terminating and
packed_texture taking 842 distinct values, and on that basis retracted the
four-value claim. Both numbers were wrong the same way: the scan did not skip
packets == 0, so it computed class_base + 0 and walked forward from the CLASS
BODY, finding a terminator there by accident. That contaminated 1551 of the 3728.
With the zeros excluded the slot takes exactly four values on all 2177 blocks.
The four-value claim was right; my retraction of it was wrong; and the retraction
was made on a number from the same contaminated set. A retraction is not
automatically better than the claim it retracts -- it needs its own bounds.
Still open: the payload's records. Established this round: blocks are
self-delimiting, absent LODs are marked by a zero packets word, and the header is
fully characterised. Not established: any record boundary inside the payload,
which stays variable-length.
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.