Files
Going-Commando/README.md
T
ReaperOfVeriod a02f79a6d1 Initialise native Rust port of Ratchet & Clank: Going Commando
Sets up the foundation for reimplementing the PS2 game in Rust rather than
emulating it. Nothing is implemented yet; this is the scaffold, the verified
target and the working agreements that keep a long project coherent.

Target disc, verified against a real image:

  SCUS_972.68 v1.01, USA Black Label, NTSC 60 Hz
  boot ELF 2,618,684 bytes, SHA-1 bacda860...d098a77, entry 0x00131AE8

The entry point independently matches the value recorded by the rac2-gc-decomp
community reference, which cross-confirms the identification. This is the exact
build the upstream research pins; Greatest Hits v2.00 is a different binary and
is not the target. NTSC matters beyond label compatibility: PAL discs run 50 Hz,
which would make chargeboots and other speed-sensitive movement run at 5/6
speed. Verifying the disc before writing movement code avoids discovering that
in Phase 5.

Contents:

- Five-crate workspace (formats, extract, game, video, engine) on Bevy 0.19.1,
  matching the version ReRAC uses so its Graphics Synthesizer and VU work stays
  portable. `cargo check --workspace` is clean.

- tools/identify-disc.py, which reproduces the identification against any
  disc image and distinguishes a truncated dump from a non-PS2 image.

- .githooks/pre-commit, refusing game data from entering git history: disc
  image extensions, asset directories, container signatures at offset 0, and
  files over 50 MiB. Verified against seven cases including a disc image
  renamed to look like source. Now that this pushes to a remote, this matters
  more than it would have locally.

- AGENTS.md, the operating agreements: no game data ever, reproduce the PS2
  float model rather than approximating it, bound every read, verify against
  the real disc.

- PROVENANCE.md, recording that this follows ReRAC (ISC) and learns from
  rac2-gc-decomp (MIT). Wrench is used as a written specification only and no
  GPLv3 code is copied, since that would relicense everything derived from it.
  RAC2Decomp is explicitly not used: its provenance is disputed in the upstream
  community reference, and it targets the wrong region.

- docs/roadmap.md, phased so the riskiest unknowns are retired early. The two
  that matter: overlay relocation transfers from ReRAC and makes 27 level
  overlays tractable, while VU1 microcode is binary and is the hardest single
  item. Phase 5 is a deliberately scoped Veldin vertical slice as the go/no-go.
2026-10-09 15:42:10 +02:00

106 lines
3.9 KiB
Markdown

# 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`](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`](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:
```sh
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](https://rustup.rs).
```sh
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
```sh
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`](AGENTS.md#2-reproduce-the-ps2-float-model).
## Credits and licensing
This project learns from and is built on the work of others. Licences are
recorded in [`PROVENANCE.md`](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.