ReaperOfVeriod 7c0df0f893 Characterise shrub body records on level 0 as a per-level partition
Range measured: level 0, shrub class table, 7 entries at core index offset
10176. Six classes are bounded by a successor; the seventh runs to the end of
core_data and is excluded because its span contains the whole post-shrub
region.

Method: bound each span by the next class geometry offset, take the body from
data_offset to the span end, split into 8-byte records.

Result: 164 records across 6 bounded bodies, lengths 192 twice, 208 twice, 224,
240.

Per byte over those 164 records:

  byte 0: 74 distinct, 60 zero      byte 4: 72 distinct, 35 zero
  byte 1: 58 distinct, 65 zero      byte 5: 59 distinct, 38 zero
  byte 2: 76 distinct, 43 zero      byte 6:  1 distinct, 164 zero
  byte 3: 62 distinct, 48 zero      byte 7:  1 distinct, 164 zero

Bytes 6 and 7 are zero in every record; bytes 0 to 5 take 58 to 76 distinct
values with only 21 to 39% zero, so uniformly varied rather than sparse.

Read as u32 the fields are not plausible: u32[0] spans 0 to 4294871316 and no
field is monotone across the body. The six bytes are not two packed 32-bit
values.

This settles the six-varying-plus-two-constant shape on level 0 as a per-level
partition, rather than only in aggregate over the disc's 8938 records, which
is what rule 3a asks for. Two trailing zero bytes are padding or a flag pair.

Unresolved: whether the six bytes are six u8, an f32 plus two u16, or
something else. The u32 reading is excluded but no positive reading is
established.

Process note: the first attempt used ClassEntry and a hand-computed o_class
instead of ShrubClassEntry, and every ShrubHeader::region call failed. The
parser was fine; the caller was not.
2026-10-11 04:42:53 +02:00

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.

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