ReaperOfVeriod 2f5979e652 Update the decomp; read .text, and fix the disassembler that made it unreadable
Vendored rac2-gc-decomp is 13 commits behind, 12,375 lines added, almost all src/.
It names no collision data structure, so the format is still not handed over. Two
things are usable, and one precondition had to be fixed first.

THE PRECONDITION: the disassembler was stopping after five instructions.

tools/overlay-anchors called disasm_all across the whole window, which halts at
the first word capstone will not decode. In code regions that is almost
immediately, so every window came back with a handful of instructions and I had
concluded there was nothing there. It now walks four bytes at a time, prints
.word for anything undecodable, and reports how many failed. That is the whole
reason the earlier attempts produced nothing -- not that the code was absent.

WHAT THE DECOMP'S ASSERT TABLE ACTUALLY GIVES

assert-message-names.tsv maps each assert name to an address. For level 0,
CameraCollPrimTestGridOutOfBounds is 0x002db350. That address is not the assert
call and not the string. It is:

    0x002db350: jr              $ra
    0x002db354: addiu           $sp, $sp, 0x70

an epilogue. The address lands on the last group of the function before it, and
0x002db35c is a fresh prologue. It is also in .text (0x002a3b80..0x00447900),
five megabytes from the .lit string at 0x001a8998 -- which explains the "$gp search
returns zero" result from the other side. The string and the code are in different
sections, five megabytes apart.

WHAT IS ACTUALLY THERE

Immediately before the epilogue:

    0x002db2dc: lwc1   $f20, 0xc($s0)
    0x002db2ec: add.s   $f20, $f20, $f21
    0x002db2f0: c.olt.s $f0, $f20
    0x002db304: jal     0x2db4b8        <- the assert call
    0x002db314: lw      $v0, ($s1)      <- a count
    0x002db31c: slt     $v0, $s2, $v0
    0x002db320: bnez    $v0, 0x2db2cc   <- loop back
    0x002db324: addiu   $s0, $s0, 0x30  <- stride 48 bytes

A loop over 48-byte records, reading a float at +12 and accumulating, bounded by a
count, with f22 set to 1.0f just above it -- a minimum-height clamp.

NOT CLAIMED to be the collision grid. It is a strided float loop beside an assert
the decomp labels CameraCollPrimTestGridOutOfBounds. A plausible address near a
plausible assert is a lead, not an identification, and that is the exact gap this
log keeps tripping over. Confirming it means tracing the function's arguments back
to the collision payload and showing the grid's leading u16s -- level 0 is 11 x 33
-- drive the count at ($s1). Not done, and not asserted.

The undecodable words are VU1 microcode (COP2 opcodes), which is expected: the
function interleaves VIF-fed VU1 work with FPU arithmetic, like tfrag's.

Tools build, clippy clean, 260 tests.
2026-10-14 03:16:17 +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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