ReaperOfVeriod 3ec548efe8 Correct the terrain findings: region layout confirmed, record framing disproven
Two claims in the previous commit were wrong and are retracted here rather than
left standing for the next person to build on.

"382 records of 64 bytes" and "byte +3 is 0x48 in every record" were both
artefacts. The 0x48 at that offset is simply the most common byte in the region --
945 of 2000 sampled slots -- not a marker. Over 33,091 slots at that position
only 4,127 hold 0x48. The pattern holds for the first 382 records and then
breaks, which is exactly how a coincidence of a dense byte value masquerades as
structure.

"The coordinates are fixed-point s16 with a scale of 8" is also not supported.
It rested on one coincidence: 17,496 / 8 = 2,187, the planet radius. No grouping
of the record into coordinate triples produces points on a sphere of that radius.
Tested every stride from 2 to 16 bytes at every starting offset, with three and
four components; the best result is 5.0% of points on-sphere, which is chance.

What is now established, and holds on all 27 levels:

  core_data region layout, as strictly increasing offsets
    tfrag       [0, occlusion)
    occlusion   [occlusion, sky)
    sky         [sky, collision)
    collision   [collision, textures_base)

Ruled out the competing reading where 0x0c/0x10/0x14 are sizes laid end to end:
the cumulative total misses textures_base on every level and the leading bytes
of each supposed region are not plausible structures.

Also new: terrain carries its texels inline. A scan for the PS2 texel pattern
18 18 18 80 finds 6,739 occurrences in 138 clusters starting at 0xd9f8, well
inside the tfrag region, so textures_base names something other than terrain
textures.

The vertex format remains unrecovered and the record says so. The next attempt
should look for a longer run of plausible vertices rather than re-deriving a
framing from one record.
2026-10-09 16:37:19 +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.

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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