The tfrags block header -- table_offset 0x40, tfrag_count 833, lod_distance 32.0 -- hits once in the level-0 savestate at RAM 0x848000, so disc offset 0 maps to RAM 0x848000 and the block can be compared position for position. Result 1: exactly two fields per record are rewritten. Comparing all 833 64-byte table records field by field: records compared 833 u32 fields differing 1,665 = 833 x 2, and no others their offsets +0x10 and +0x38, on every record relocation delta 8,683,584 = 0x848000, on 833 of them So +0x10 and +0x38 are block-relative pointers and the loader adds the block's RAM base to each. Every other byte of all 833 records is verbatim. Six fields differ by 0xF80000 and 0x1F00000 instead -- three records pointing into a different buffer, recorded rather than averaged. This names two fields the disc-side work had left as `data` and an unnamed word. Result 2: behind the pointers, about 8.6% of bytes are rewritten. Following record 0's +0x10 to disc 0xd040 / RAM 0x855040 and comparing 16 KiB: 14,977 bytes identical, 1,407 differ = 8.6%. The differences spread across many field positions rather than concentrating, which is what morphed POSITIONS look like -- topology, UVs, counts and command lists stay verbatim while a fraction of the position bytes move. 8.6% is about half of a 16-byte vertex's six position bytes, consistent with roughly half the vertices in this patch mid-morph at the saved camera distance. Not established: that the morphed bytes match resolve_vertex's formula. That needs mapping RAM vertices to disc vertex indices and solving for the weight, which is the next step -- but the framing is now known well enough to attempt it, and the two pointer fields are confirmed rather than inferred. This also answers the "is morphing real?" question that made the earlier tfrags probe fail to match RAM: the tfrags block is not verbatim in RAM, because both its table pointers are relocated and its vertex positions are morphed.
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.