ReaperOfVeriod 4776db199b Attempt the moby_anim unblock: a location and a failure, not a result
Asked whether the blocked items could be unblocked, and tried the one that looked
tractable. It did not work, and this records where and why rather than leaving the
attempt implicit.

VERDICT PER ITEM

  moby_anim    probably -- disc-side work. TRIED, stalled, see below
  tfrag morph  maybe -- would need the engine's own morph code
  volumes      no -- needs a count of level 0's trigger volumes from a map
  collision    no -- needs a debug build or an external format description

THE ATTEMPT

MobyInstance names animSeq, animLayers, jointCnt and jointCache. Those are RAM
pointers and useless on the disc, so the search moved to what they point AT,
reached from the moby class blob.

Level 0, 187 moby classes. The span opens with the part-table offset: 0x80 on 69
classes, 0x90 on 34, ranging 0 to 229,184 across the rest. So each class carries
roughly a 0x40-byte header before its parts, and that header is unexplored.

Per byte over +0x00..+0x40, how many of the 187 classes are non-zero:

    +0x00  177   the part-table offset
    +0x07  185   8 distinct values, 1..3
    +0x26  181   100 distinct -- varies per class
    +0x27  187   8 distinct
    +0x2d  187   8 distinct
    +0x30  170   120 distinct
    +0x3c  184   120 distinct
    +0x3e  187   110 distinct

Six or seven fields are constant across every class and about a dozen vary. None
is identifiable. The obvious discriminator -- find the field that points OUTSIDE
the span -- does not resolve, because every varying field holds values in the tens
of thousands, the same order as the span offsets themselves. They may be
intra-span pointers or they may be sizes, and nothing here separates them.

WHERE IT STALLS

Distinguishing them needs one of: the class loader in the overlay's .text, which
is now readable with the fixed disassembler, or a class whose animation is known
from outside the disc. Neither has been done, and the first is the obvious next
step rather than a dead end.

So moby_anim is NOT unblocked. What the attempt does establish is a location, a
field count to classify, and a specific reason the easy discriminator fails --
which is more than the item had, and considerably more than "still open".

The other three are unchanged and I do not think they are reachable from here.
Collision needs the assert, which is unreferenced in retail, or an external
description of R&C2's collision cell. Volumes needs ground truth nobody in this
repo can supply. Both are written up with those conditions attached.
2026-10-14 03:56:50 +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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