ReaperOfVeriod 881fd48e9a Withdraw the 16-byte tie record claim: block size is a multiple of 16, not records
The previous commit inferred a 16-byte record from "922 of 922 consecutive block
sizes are a multiple of 16". That inference does not hold, and the claim is
withdrawn rather than softened.

What survives:

- Every one of those 922 blocks opens with a u32 that is positive and a multiple
  of 4, on 922 of 922, ranging 48 to 1744 with 17 distinct values across level
  0's LOD0 blocks. The block opens with a count, not a size and not a pointer.
- Reading that u32 as a byte size and chaining to the next block lands exactly on
  the next block start on 0 of 1383 blocks. Not a size chain.
- Assuming [header][count][count uniform records] and solving for the record size
  gives no answer: no record size tiles the block for any header size up to 512
  bytes. Not 16, not 12, not 8.
- Reading the block as uniform 16-byte units gives fields spanning their entire
  legal range -- u32@0 from -2139029504 to 2139029587, u16@8 and u16@10 both
  0..65535, and 8969 distinct values in i16@0 on level 0. Uniform units would not
  produce that.

So the 16 is a property of the block size, not of a record. The earlier commit
also claimed a record size "on the classes where it can be measured"; those
classes are still correctly identified, but what they measure is the block size.

The strict-increase disproof from two commits ago stands untouched and is what
should have prevented this: the word at +0 was already known not to behave, so
treating 16-byte units as records contradicted a measurement sitting in the same
file. Divisibility is arithmetic; it is not evidence of a record boundary.

Roadmap updated to say block sizes are established and the record layout is not,
with the three measurements that rule the 16-byte reading out.
2026-10-12 03:56:41 +02:00
2026-10-11 20:59:19 +02:00
2026-10-11 20:59:19 +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.

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.

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