e5cd3df
Picking up aftere5cd3df, which retracted the 16-byte tie vertex element for want of a detectable stride. There is one, at 64 bytes, and it beats a shuffle control by a factor of ten: regions with a signature 7,314 of 15,219 same test on shuffled bytes 731 of 15,219 stride 64 6,463 of the 7,314 Range: every tie vertex region on all 27 levels, 15,219 regions. A byte offset counts as constant at stride s when every unit of length s agrees there, with at least three units, an exact divide, and at least eight constant bytes. Dumping the regions shows four *different* 16-byte layouts repeating at +00 +10 +20 +30: one is a small i16 followed by two zeroes, one carries 255,-1 mid-element, the other two carry neither. So the element is 16 bytes and the layout cycles with period four. That is a partial retraction of a retraction:e5cd3dfwas right that the four layouts differ, and right that pooling them spans the whole i16 range. It was wrong to conclude that 16 is not the stride. Four tests still do not separate the four layouts, and the table records all four because the negative is the finding: LOD1/LOD2 sharing is 16.1/16.2/16.2/ 16.3 percent across the four groups, f32-in-band is 23 percent in all four (which is what uniform random gives), and i32-in-band is 0/2/6/0. The position stays unnamed. Also clears the clippy warnings that had accumulated on main from the disassembly work: doc_lazy_continuation on three prose blocks, two negated-comparison guards in gs.rs, a doc-then-item blank line twice over, a useless usize::from, and an as_chunks that needs 1.88 while the workspace declares 1.85 -- replaced with chunks_exact rather than moving the MSRV. Clippy is clean. Suite with the disc: 67 disc tests, 156 gc-formats, 22 gc-trace, 23 gc-engine, 19 gc-game; without it, 67 disc tests skip early and report the same count.
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.