The harness that compares the port against the game's own memory existed but had never been compiled: tools/trace did not build (27 errors, all in the argument plumbing), and the tfrag_light.rs light-bank correction it motivated was unverified. This finishes it and runs it, and the run finds two real bugs. Result, on level 0 against three inputs -- the live emulator over PINE and two PCSX2 savestates from the same level, agreeing byte for byte: headers matching the disc on invariant bytes: 833/833 data pointers relocated as table + disc offset: 833/833 light bank in RAM at 0x50ab20, byte-identical to the disc's vertices compared: 40600 (162400 colour bytes) equal: 162400 (100.00%) The locator finds the level's tfrags block in RAM by tfrag 0's bounding sphere and accepts a candidate only when every header matches the disc on the bytes the game leaves alone and every data pointer is the relocated form, so "the block was found" is itself a verification rather than an assumption. The bank is searched in RAM by its exact section bytes, which is what settles its framing: offset at +0x04, an i32 set count, twelve bytes of pad, then the sets. The previous reading (offset at +0x00, count at +0x04) was wrong. Two bugs the comparison found, both of which produced plausible output: 1. vertex_normal_bits negated x and y and left z positive, while NormalTable::normal negates all three. dA came out -0.707 where the game had +0.707, so max(dA, dA*wA) took the wrong branch and every vertex lit near its base colour: dark, but not wrong-dark. 95.88% agreement with the bug, 100.00% without. 2. A record whose select names a set the bank lacks drew transparent black. The game writes the record's base colour; 3,130 of level 0's 40,600 vertices do this (select 0x000f, set 15 -- a runtime slot the level's directional bank does not have). The vertex is unlit, not invisible. Both are now regression tests in the engine. The comparison prints the pass's per-vertex terms (light_vertex_terms) for the first mismatches, because a colour mismatch alone cannot be attributed and the comparison is worthless without attribution -- that is how the second bug was identified from a three-line read rather than guessed at. Docs: docs/plan/pcsx2-verification.md records the harness, the result, the two bugs and what to compare next; roadmap and level-assets.md stop carrying lighting magnitudes as an open item. Findings reach tests only as numbers -- no test reads a savestate, a dump or a live emulator.
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.