ReaperOfVeriod 4e90c282ad Make the tie record relocation a command, and verify it on two levels
The relocation rule from the previous commit was established by a script that
lived in a shell history, which means the next person would have had to
rediscover it. It is now `gc-trace verify-tie-records <unpacked-dir> <level>
<class> <lod> <src>`: resolve the class, parse the block, search the RAM image
for the loaded record table, report what it found, and exit 0 only when every
record's pointer has become table + word and every field byte is verbatim.

Swept over every (class, lod) slot of two levels, from PCSX2 savestates:

  level 0: 87 slots with a block, 87 verified, 0 mismatched, 61 absent
  level 1: 104 slots with a block, 104 verified, 0 mismatched, 78 absent

So the rule holds on every LOD block of two levels the game had loaded, which
is what makes the record layout a finding rather than a reading of one block.

Writing the command also caught an off-by-one in the parser it exercises:
TieBlockHeader::records started its slice after the 16-byte header, but the
header IS the first record -- the table runs from the block start to
data_offset, and a block with data_offset 0x50 holds five records, the first
being the header itself and its pointer naming where the payload begins. Found
because the tool's first run relocated nothing while the same check in a script
had passed; the unit test fixture was wrong in the same way and is fixed.

Two operational notes now in the format doc: the live emulator is not a stable
input (verifying level 1 over PINE matched 104 of 104 while the user was on
that planet, and the same command minutes later found no matching copy because
they had returned to level 0 -- a miss there is not a counterexample, so the
report says "no copy matched" rather than "failed"), and a class index past the
table count is an error rather than a mismatch, so a sweep should stop at the
level's class count rather than a round number.
2026-10-12 15:24:48 +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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