rac2-gc-decomp names the two collision entry points:
Camera_CollPrimTest 0x001E7A50 camera-to-world boundary check
MB_CheckCollPill 0x001E8890 pill/capsule check for moby instances
That looked like the collision unblock. The $gp string search has failed twice
now, and a named function at a known address is exactly what it failed to
produce.
They are not usable. Checked against levels 0, 5, 13 and 26 with
parse_overlay_sections:
Camera_CollPrimTest @ 0x1e7a50 -> section 1, kind 8 (NOBITS)
MB_CheckCollPill @ 0x1e8890 -> section 1, kind 8 (NOBITS)
Both land inside the level program's zero-filled section. Every byte is zero and
the following 256 bytes contain no non-zero byte at all -- code cannot be there.
Same on all four levels, so it is not a level with an unusual layout.
So the addresses belong to a different address space than a parsed level overlay.
Most likely the boot executable's own layout, or the v2.00 build; that repository
covers both. SCUS_972.68 is USA v1.01 and our disc matches it exactly, but that
fixes the disc, not which program's address space a symbol address is quoted in.
The disc matching is exactly the kind of check that looks sufficient and is not --
a disc can pin the bytes and still leave you looking in the wrong program.
Worth noting the method that caught it. The temptation was to take the address,
open the overlay at that offset, and start reading instructions. What settled it
was checking which section the address falls in, and its KIND: a NOBITS section is
zero-filled by definition, so an address inside one is a contradiction rather than
a lead. The section table made that a two-line check.
This closes the shortest route to the collision cell layout, for a checkable
reason rather than a vague one. The route that remains is the one already
recorded: find how the code addresses the Camera_CollPrimTest assert string, which
is not by a $gp-relative load.
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.