2ff2abbended by implying that the class-header offsets point at identifiable content. I said the next step would be a control. Here it is, and it fails the claim. Adjacent-equal-byte rate over 64 bytes, 1,864 classes: 0x1c 0.12688 0x34 0.12106 control 0.14109 (the same offset + 0x2000) random 0.00391 All three are ~30x above the random baseline, so the region is structured data and not noise. That part stands. But 0x1c and 0x34 are no more structured than an arbitrary offset in the same blob, and 0x34 is slightly *less*. So the hex fragments in2ff2abbwere three hand-picked examples from a structured region. "They look like compiled shader programs with small-integer parameters" said something about this part of core_data, not about what those fields address. That is exactly the rule 4 failure -- a pattern that reads as meaningful with no control to test it against -- and I wrote it anyway while explicitly declining to name a format two paragraphs earlier. RETRACTED: the suggestion that the offset targets are identifiable content. Unaffected, because it was measured differently: the offsets are base-relative, non-zero, in range on 1,864 of 1,864 classes, and always land past the class's own tie packet blocks. What they address is still unknown. The earlier finding that the packet's control region is not a tag stream also stands -- that was measured by uniformity within the packet, not by comparison to elsewhere in core_data. A TEST THAT CAUGHT ITS OWN AUTHOR The first version asserted |0x1c - control| < 0.02 symmetrically, and failed on 0x34 at a gap of 0.0200. The correct response was not to loosen the number until it went green. The claim being guarded is "these offsets select distinctive content", and a gap in the *other* direction does not support it -- both offsets came out below control. So the assertion is one-sided, and the comment says why, including that the symmetric form was the wrong shape. That is the AGENTS 3b discipline working in the direction it is meant to: a failing assertion is information about the assertion. 282 passing with the disc present (23 + 19 + 62 + 156 + 22; disc binary 35.16s), 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.