ReaperOfVeriod 90f02890f8 Decode tfrag normals from the overlay's sine table
Normals are per-vertex, and the tfrag's light records store them as an
azimuth and elevation *index* into a 256-entry sine table rather than as
angles. This decodes that table and builds normals for the renderer.

The reference reads the table from an ELF at BOOT_NORMAL_TABLE_VADDR
(0x165500) and notes every level overlay carries a copy. The overlay has
no ELF header -- it is a raw loadable image starting with code -- so there
is no program header to map a virtual address through, and the offset is
not fixed either: level 0 has the table at 0xb650c, level 5 at 0xcca30,
level 26 at 0xb6284.

So it is located by content. Every table starts with exactly (1.0, 0.0),
angle zero, and the scan then requires all 256 entries to match
cos(i*pi/128), sin(i*pi/128). Validating the whole curve is what makes the
search safe: a lone (1.0, 0.0) pair of floats occurs by accident in a
2.7 MB executable, and a test plants one as a decoy. The values are read
from the disc rather than recomputed, since those are the numbers the game
indexes.

A normal is (cos(az)cos(el), sin(az)cos(el), sin(el)) *negated* -- the
stored normals point into the surface -- and then given the same Z-up to
Y-up swap as positions, or the lighting comes out sideways. The azimuth
and elevation fields are stored signed but index 0..=255, so entry 200
must be read as 200, not as -56; there is a test for that.

Also frames and parses the level light bank from the gameplay extent, and
the pipeline now writes overlay.bin. The per-vertex lighting evaluation
is not written yet, so the renderer stays unlit by default. GC_ENGINE_LIT=1
substitutes a host directional light for inspection -- that is a stand-in,
not the game's lighting, and it is deliberately not the default.

The hash table is regenerated for the 27 new overlay.bin files: now 5,213
files and 5,762,497,559 bytes.
2026-10-10 03:09:07 +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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