With TieRecord identified as RAC1's TiePacketHeader, each record's leading word points at its packet in the block payload. Following it and stepping vert_size elements from vert_ofs reaches the vertices: 95,612 of them on levels 0-2. Element size settled by comparison, not assumed. Requiring the texcoord pair to be 12-bit fixed -- both words multiples of 4096, which is how 0x1000 = 1.0 reads: element 16 bytes : 78,919 / 95,612 = 82.5% element 8 bytes : 45,661 / 95,612 = 47.8% element 12 bytes : 44,834 / 95,612 = 44.8% Sixteen wins by a factor of 1.7 over the nearest alternative. Observed layout, 8 x i16: the first three slots span the full i16 range with 10,803-13,421 distinct values each; i16[4] and [5] are the texcoords and are both multiples of 4096 on 82.5%; i16[6] reads 4096 on 85.8% and i16[7] reads 0 on 84.0%. Not established: what any field means, and why the texcoord rate is 82.5% rather than 100%. The residual tracks record shape -- (shaders 2, control 7, size 2) hits 60%, (shaders 1, control 18, size 5) hits 89% -- so it is not one bad block but something per-packet this reading does not capture. Worth recording that this is the OPPOSITE of what the disc alone concluded two commits ago. Reading the header word at +0x00 as an element count gave 0 of 922 blocks dividing; it is the byte offset to the payload, so the table it bounds has 16-byte records. The number was right and the reading was wrong, which is what the packet-header identification corrected. The roadmap's tie entry was also stale -- it still said "a 16-byte record is withdrawn", which the packet-header work had already reversed. Rewritten from the commits: both indirections, self-delimiting blocks, the TiePacketHeader identification with its 15,219/15,219 rule, the 16-byte vertex element, and what remains open. A test asserts the element size against both alternatives so the 82.5% figure cannot be quietly replaced by an assumption.
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.