ReaperOfVeriod 3854e52019 Show the loader rewrites shrub packet headers into RAM pointers
Answering the "what is the tag byte" question needed an anchor. Searching live
RAM from scratch was the wrong way to get one: 04 04 00 01 matches unrelated
data at 0x1ac988 and there is no way to tell a real hit from a coincidental
one. The savestates are the anchor -- slot 1 is level 0, and searching one
gives candidates that can be checked rather than guessed at.

Range measured: savestate slot 1,
~/.config/PCSX2/sstates/SCUS-97268 (38996035).01.p2s, records at 0x22a6b8
onward, read with gc-trace read --state.

Result: 40+ records beginning 04 04 00 01 00 00 00 00 at 0x30 spacing -- the
packet framing identified on disc -- with the second half of each header
rewritten:

  disc:  04 04 00 01 | 00 00 00 00 | 00 00 00 05 | 00 80 0e 6c
  RAM:   04 04 00 01 | 00 00 00 00 | 13 00 00 30 | 70 6a 93 00

Bytes 0-7 unchanged; bytes 8-15 are not. On disc bytes 12-13 are the constant
00 80 and byte 15 the constant 6c; in RAM bytes 12-15 hold a pointer --
0x00936a70, 0x009376f0, 0x00937850, 0x00939c50 in consecutive records, all
inside EE RAM and ascending across the table as a walk of consecutive objects
would be. Byte 11 becomes 0x30 in every record seen, against a constant 0x05 on
disc, and bytes 8-9 hold a varying small value (0x13, 0x16, 0x24).

So the packet table at +0x40 is what the loader walks: span-relative on disc,
absolute in RAM. This was inferred from one class before; these 40+ records
show it directly.

Consequence for the tag bytes: the vocabularies at record bytes 7 and 15 are
real, but byte 15 sits in a field the loader overwrites with a pointer. Its
disc values are read as data by something rather than stored as a tag.

Not settled: whether byte 7's vocabulary is also rewritten, and whether 0x6d
marks payload the loader expands. That needs these records compared one by one
against their disc spans, which is cheap now that the anchor exists.
2026-10-12 02:15:30 +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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