This is what RAM was needed for: nothing about the loader's transformation is recoverable from the disc. Anchor: a 32-byte probe from inside a chunk record in level 0's core_data, searched in the level-0 savestate. It hits at 0x18538a8 and the record's first bytes at 0x185387e -- exactly chunk_base + record_offset, no rescaling. So the chunk payload is copied VERBATIM; unlike collision and the shrub packet tables it is not expanded or repacked. Result 1: the offset table is rewritten to absolute EE addresses. disc: f000057c f00006b0 f00007e4 f0000914 RAM: 0xf185387c 0xf18539b0 0xf1853ae4 0xf1853c14 The 0xf0000000|low24 tag becomes 0xf1850000|low24 -- tag replaced by the chunk's load base, low 24 bits untouched. Consecutive deltas agree exactly (0x134, 0x134, 0x130), which is why the disc-side stride is approximate rather than constant. Result 2: every record gains a constant 2-byte prefix 02 00, and the rewritten table points at THAT rather than at the record data. Walking all 90 records from the RAM dump: prefix 02 00 on 90 of 90; the disc's index bytes preserved unchanged at +2/+3 on 90 of 90. Result 3, the useful one: the byte at +2 takes exactly 0, 16, 32, ... 240 -- the 16 values index_rule predicts for step = 16, phase = 0. The mixed-radix record index derived from the disc is corroborated on the running game's own copy of the chunk. That is a disc-derived claim validated against the game, which is the strongest form of check available here. On disc a chunk is [16-byte header][10 zero bytes][tagged offset table][records]. In RAM it is [16-byte header][10 zero bytes][absolute-pointer table][records each prefixed with 02 00]. The 02 00 is unexplained -- possibly a record type or an alignment the loader needs -- but it is constant, so like the two index bytes it carries no per-record information.
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.