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.
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.