Followed the route I recorded as remaining -- find how the code addresses the
assert string at 0x001a8998 in .lit. It does not address it.
Level 0's program is 2,751,268 bytes. Searching it for both ways an address can
be materialised:
address low half 0x8998 0 occurrences, word-aligned or not
$gp-relative offset 0x99a8 0 occurrences, word-aligned or not
exact 32-bit 0x001a8998 0 occurrences
Validated by a positive control in the same run: the .lit load base's own low
half, 0x7c80, occurs exactly ONCE, word-aligned. A search that finds that will
find any real reference, so the zeros are real.
So no instruction and no data word in the retail level program references the
collision assert string -- not by lui/addiu, not by a literal pointer, not by a
table entry. The text is present in .lit at overlay+0xd18, and the same text also
appears in the boot binary at file offset 0xA9558, but nothing points at either.
The reading that fits: the assertion is compiled out in retail and the string is
dead data. Debug string pools routinely keep messages whose only user was an
#if-ed-out assert. The decomp's table lists this name because it recovered it
FROM THE STRING, not because it found code calling it -- which is worth noting,
because a name in a symbol table looks like evidence of a caller and is not one.
That closes the last route this file records for collision. Getting the cell
layout from the disc would need a build with assertions enabled, a debug listing,
or an independent description of R&C2's collision cell. None of those is on this
disc, and saying so is more useful than another scan.
Summary of collision, all of it now checked: the payload is verbatim in RAM, it
does not walk as fixed-stride cells, the disc-side segmentation is exhausted, the
string that would have led to the routine is unreferenced, and both of the
decomp's addresses are dead ends.
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.