ReaperOfVeriod 52228c14ed Retract the VIF reading of the shrub body
The previous commit concluded the shrub body's 6-byte payload was
VIF-packed, on the strength of recurring patterns like 7ea5 and 1ab6. That
was pattern matching dressed up as a conclusion, and a control kills it.

Decoding every 32-bit word of every shrub body as a VifCode:

  shrub bodies                    24.9% unpack, 128 distinct cmds
  uniform random                  25.1% unpack, 128 distinct cmds
  sound_bank (definitely not VIF) 19.0% unpack, 122 distinct cmds
  gs_ram (mixed)                  13.6% unpack, 128 distinct cmds
  moby class 0 span (known VIF)   40.1% unpack, 105 distinct cmds

Shrub sits on the random baseline and exercises all 128 possible command
bytes, which is what unstructured data looks like.

Worth being precise about what this does and does not show. The test is
weak -- even the known-VIF region only reaches 40.1%, well short of a
clean signal -- so this does not prove shrub is not VIF. It proves the
claim was never established, which is the part that was wrong.

Spotting three recurring byte values and naming them a format is the same
mistake as the three stride guesses it was meant to replace, one level
down. A hypothesis needs a discriminating test before it goes in a commit
message, and I skipped that step because the finding was welcome.

What still stands is the part that rests on differential analysis rather
than recognition: 8-byte records, 6 varying and 2 constant, 144 varying
bytes per group regardless of count. The payload's encoding is unknown.
2026-10-11 02:53:04 +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.

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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