Finished the task I named last commit rather than leaving it as a lead.
Camera_CollPrimTest is declared Camera_CollPrimTest(void *prim, void *grid) --
two pointer arguments, which in MIPS arrive in $a0 and $a1.
The function's prologue is at 0x002db078, matching the +0x70 teardown at
0x002db354. The two instructions after it:
0x002db078: addiu $sp, $sp, -0x70
0x002db07c: lw $v1, -0x3f4c($v0) <- $v0, not an incoming argument
0x002db080: addiu $a0, $zero, 0x6f <- $a0 set to a constant
$v0 is caller-saved scratch, not an argument register, and $a0 is overwritten
with the constant 111 on the next instruction. No void* reaches this function, so
it is not Camera_CollPrimTest, whatever the assert table labels it.
It reads four consecutive words from boot memory -- 0x1a7348 through 0x1a7354 --
all below the level program base at 0x001A7C80, which is the boot's resident
region and identical in every program. A different data source from the collision
payload, and the 48-byte stride loop belongs to whatever that structure is.
So the lead is dead on evidence rather than on doubt, and both routes the decomp
appeared to offer are now closed:
Camera_CollPrimTest @ 0x001E7A50 lands in NOBITS, all zero
GridOutOfBounds @ 0x002db350 a function with no pointer arguments
Neither address reaches the collision parser. Worth noting how cheap the check was
once the tool worked: three instructions past a prologue is enough to disqualify a
function whose name asserts a signature. The expensive part was not the analysis,
it was the disassembler that stopped after five words and made everything look
empty.
The route that remains is the one already recorded -- find how the code addresses
the assert STRING at 0x001a8998 in .lit, which is not a $gp-relative load and is
not a symbol address in either table. Note that the string and the code are five
megabytes apart in different sections, so whatever reference exists is not a
simple local reference, and that is the thing to look for.
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.