Sets up the foundation for reimplementing the PS2 game in Rust rather than emulating it. Nothing is implemented yet; this is the scaffold, the verified target and the working agreements that keep a long project coherent. Target disc, verified against a real image: SCUS_972.68 v1.01, USA Black Label, NTSC 60 Hz boot ELF 2,618,684 bytes, SHA-1 bacda860...d098a77, entry 0x00131AE8 The entry point independently matches the value recorded by the rac2-gc-decomp community reference, which cross-confirms the identification. This is the exact build the upstream research pins; Greatest Hits v2.00 is a different binary and is not the target. NTSC matters beyond label compatibility: PAL discs run 50 Hz, which would make chargeboots and other speed-sensitive movement run at 5/6 speed. Verifying the disc before writing movement code avoids discovering that in Phase 5. Contents: - Five-crate workspace (formats, extract, game, video, engine) on Bevy 0.19.1, matching the version ReRAC uses so its Graphics Synthesizer and VU work stays portable. `cargo check --workspace` is clean. - tools/identify-disc.py, which reproduces the identification against any disc image and distinguishes a truncated dump from a non-PS2 image. - .githooks/pre-commit, refusing game data from entering git history: disc image extensions, asset directories, container signatures at offset 0, and files over 50 MiB. Verified against seven cases including a disc image renamed to look like source. Now that this pushes to a remote, this matters more than it would have locally. - AGENTS.md, the operating agreements: no game data ever, reproduce the PS2 float model rather than approximating it, bound every read, verify against the real disc. - PROVENANCE.md, recording that this follows ReRAC (ISC) and learns from rac2-gc-decomp (MIT). Wrench is used as a written specification only and no GPLv3 code is copied, since that would relicense everything derived from it. RAC2Decomp is explicitly not used: its provenance is disputed in the upstream community reference, and it targets the wrong region. - docs/roadmap.md, phased so the riskiest unknowns are retired early. The two that matter: overlay relocation transfers from ReRAC and makes 27 level overlays tractable, while VU1 microcode is binary and is the hardest single item. Phase 5 is a deliberately scoped Veldin vertical slice as the go/no-go.
3.9 KiB
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.