Adds level_core.rs (the uncompressed core index header and texture table) and extends tfrag.rs with the data a draw call needs beyond geometry. An ad-gif is five A+D quadwords holding packed fields rather than GS registers; the level load rewrites them in place before drawing. On disc TEX0_1.data_lo indexes the level's texture table, TEX1_1.data_lo is the LOD bias K and data_hi the minification filter, and CLAMP_1 holds both wrap modes. Three things are easy to get wrong here: * K is a signed 12-bit value in 1/16 units, sign-extended by shifting the field up 4 and back down. Retail values are -137..-89 mip-scaled; reading it unsigned gives 1911 instead of -137. * TEX1_1.data_hi is MMIN, and 4 decodes as LinearMipmapNearest, not LinearMipmapLinear as the raw bit layout suggests. * RGBA and the light/normal records are not in the VIF lists at all. They sit at fixed offsets in the patch data block: rgba_size*4 colours at rgba_ofs, vert_count light records at light_ofs+0x10. The tfrag origin lives there too -- if no STROW row supplied one, the quadword at light_ofs is it. The texture table checks out on its own terms: 93 entries at index offset 0x2900 on level 0, and 0x2900 + 93*16 lands exactly on the next range. Verification: an ad-gif index outside the level's table would mean the geometry and the textures were misread independently, so every one is range-checked against real entries. All 27 levels: 47,950 ad-gifs over 18,102 patches, all in range, referencing 1429 of 1595 level texture entries (90%). Each patch's light array is exactly vert_count records and its RGBA array exactly rgba_size*4. Still open: LOD selection and morphing, and the texel data itself.
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.