ReaperOfVeriod 65b5d366de Implement the PS2 float model and the LightTfrags pass
Two pieces, and the first is the reason the second can be trusted.

ps2.rs is the EE's FPU on raw u32 bit patterns. It is not f32: there are
no denormals (exponent 0 *is* zero), no NaN and no infinity (exponent 255
is an ordinary value, so MAX reads back in Rust as NaN -- a test asserts
exactly that, because it is the sharpest available statement of why this
module exists), every result truncates toward zero, the adder discards
the small operand's bits more than one below the large one's LSB and
returns the large operand unchanged across a 25-bit exponent gap, and
rsqrt is sqrt-then-divide with truncation between the steps rather than
one rounded operation. The lighting pass accumulates all of these across
every vertex of every patch, so this is a visible difference rather than
a rounding curiosity.

tfrag_light.rs is the pass itself: PEXT5 base colour, the select word
picking one light set or blending two by bits 8..15 / 256, blended
directions re-normalised where unblended ones are not, and
base + A.rgb*max(dA, dA*wA) + B.rgb*max(dB, dB*wB). Lighting indexes
positions, not vertex-info entries, since a common entry and a LOD entry
can share a position.

TfragLight gains a `select` field for the u16 at +6. It was briefly
reconstructed with an unsafe pointer cast over the struct, which is
exactly the sort of thing that breaks silently the moment a field is
reordered; it is now a plainly parsed field.

The pass does not run yet. The light bank framing the reference uses --
a u32 offset at +0x04, an i32 count there -- gives offset 0xa0d and a
count of 698810368 on RAC2 level 0, so RAC2's gameplay extent is not
laid out that way. The renderer now counts the vertices it actually lit
and prints it, because falling back silently to the stored colours
produces a plausible but wrong picture:

  lighting: 0 of 80274 vertices shaded by LightTfrags; the rest fall
  back to the tfrag's stored colours (no usable light bank)

That line is the current honest state, and the frame has not changed as
a result. Where RAC2 keeps its light bank is the open question.
2026-10-10 03:21:52 +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.

S
Description
No description provided
Readme
13 MiB
Languages
Rust 98.8%
Python 0.9%
Shell 0.3%