Range measured: all 27 levels, each sky region from the core index's sky offset to the next region. Method: read the 32-bit offset table at +0x20, bounded by staying inside the region, and parse each sub-object it names. Result: 149 sub-objects across 27 levels. Each opens with a count, then a bounding sphere of four floats at +0x10, then a texture offset at +0x20 and dimensions at +0x24/+0x26: +000: 26 00 00 00 | 00 00 00 00 00 00 00 00 00 00 00 00 +010: e0 8d b2 c1 | 9f d6 f6 3d | ef fc fb be | 1c 61 4e 41 +020: 90 99 05 00 | 1d 00 | 1d 00 | 00 00 e8 00 ... Count 1 to 38, width 3 to 81, radius 1.95 to 14.56, and the radius is positive on 149 of 149 -- the same sphere shape and the same reasoning as the shrub class header's. Correction to an earlier claim: the word at +0x0c is not the sub-object count. It reads 5 on level 0 where the table holds 6 entries, 3 on level 1 against 4, 7 on level 3 against 8, and 196617 on level 2 against 4. Across the disc offsets.len() == count+1 holds on 10 of 27 levels. The field is reported as SkyHeader::field_0c and nothing depends on it; the offset table enumerates the sub-objects and is self-limiting. That earlier claim came from level 0 alone, where 5 against 6 looked like a consistent off-by-one. It is not an off-by-one -- it is a field that happens to be small on most levels and is not a count at all. gc_formats::sky parses the header and the sub-objects. The gated test asserts the sphere is finite, the radius positive where positive at all, the dimensions non-zero, and the sub-object list non-empty on every level.
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.