TfragHeader carried a field named `cube_ofs` at +0x2e. R&C1 documents that
slot as `msphere_ofs` and puts the 8-corner clip cube at +0x38. The disc is on
R&C1's side for both.
Reading +0x2e as an array of `msphere_count` (+0x2c) Vec4f entries gives 833 of
833 well-formed arrays: four finite floats per entry, every radius
non-negative. +0x2c takes 4, 3, 5, 6, 16 and others. Reading that same slot as
eight s16 clip corners gives data that is not corner-shaped, which is how the
error was visible at all.
The real cube at +0x38 is non-zero on 833 of 833 headers and its eight points
sit inside the patch's own block on every one.
So: `cube_ofs` at +0x2e is renamed to `msphere_ofs`, the count it pairs with is
parsed and the array is read into TfragGeometry as `mini_spheres`, and
`clip_cube_ofs` at +0x38 is new, read into `clip_corners`.
What the corners are, measured over all 833:
corners, all with 8 distinct x values 833 of 833
|centroid - bsphere centre| / r median 0.147, max 0.595
corner distance from centroid / r median 1.000
The median is exactly the bounding radius, so the eight points lie on the
bounding sphere. They are not an axis-aligned box: every tfrag has eight
distinct x values, so if it is a box it is oriented. Whether they form a cube
needs the corner ordering, which is not recoverable from the data -- assuming
opposite pairs are (0,7)(1,6)(2,5)(3,4) matches body-diagonal == 2r on only 99
of 833, so either that pairing is wrong or the array is not a cube. Recorded as
unknown.
This was picked to unblock the guard-band clip test from the roadmap. The
algorithm is from the vendored R&C1 reference and is recorded with its
attribution: camera-space sphere, near/far truncation, side-plane cull, then
the 8-corner re-test against the frustum unscaled and against a volume with xy
x (0.25, 0.25) -- the 4x guard band -- with any corner outside the guard volume
sending the tfrag to the clipping path at LOD 0 with no morphing. draw_mode
already matches that table. What the test still needs is the camera matrix and
the frustum as a clip volume, both per-frame state, so the camera has to be
pinned at a savestate. The geometry side is now parsed and asserted, which
leaves only the camera side outstanding.
The s16 x 64 corner scale is R&C1's documented one and is not verified against
the game; the assertion covers that the parsed corners sit inside the patch's
own block and lie on the bounding sphere, not that the scale is right.
Suite with the disc: 69 disc tests, 156 gc-formats, 22 gc-trace, 23
gc-engine, 19 gc-game. Clippy clean.
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.