Read up on the five commits that landed sincef1f0b51. The headline ise5cd3df, which retracts my tie vertex position claim: the stride is not 16. The LOD1/LOD2 sharing evidence survives, because it is stride-insensitive, but the element layout and the 95,612 count do not. This commit works on what that retraction opened rather than trying to rescue it. The split is visible in the region's first word. A VIF code word has bit 31 set: first word is a VIF code word 2,007 first word is not 2,102 (levels 0-5, every record with vert_size > 0) So roughly half of all tie records address their vertex data as VIF packets and half as a flat 16-byte array. Flat records repeat a 16-byte unit whose last word is constant at 0x00001000 and whose third word walks down f000, e000, d000, c000; VIF records start with e.g. 0xf5c1a3c5, cmd 0x75 num 193. The split is overwhelmingly NOT a function of vert_size -- 62 of the 72 values carry both kinds -- so "short objects are VIF, long ones are flat" is false, which is exactly the rule a decoder would reach for. The 10 that carry one kind are the rarest sizes, not a band. This also explains why the flat reading looked convincing rather than arbitrary. In a flat record, i16[6] is 0x1000 and i16[7] is 0x0000 at the end of each unit -- the (-1, 0) / (1, 0) corner pair a texture coordinate makes in 12.4 fixed point. That is where the earlier texcoord reading came from, and it holds cleanly on the half of the records that are flat. It was never wrong about those; it was applied to all of them. It does not settle the stride. It says the region has to be dispatched on encoding before anything inside it can be read, which is why no single flat stride fits every record. Asserted in tie_vertex_regions_split_between_vif_and_flat. ALSO: the roadmap still listed two Phase 3 items as open thata94704dhas already done -- "Port the masking and code-identity logic" and "Relocation::func and Relocation::data". Both exist, are exported, and the masking is verified against the disc: the masked form of a level-01 function (858 words at 0x2a3b88) is found exactly once on each of the other 26 overlays. Both now marked done with the evidence attached, rather than left stale. I ran clippy --fix over overlay_reloc.rs, saw it rewrite 110 lines of the new Phase 3 code, reverted it. The changes were cosmetic -- redundant `as u32` and reflow -- but it is not my code and the remaining warnings are the author's to address. Its 11 warnings are pre-existing and left alone. 258 tests.
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.