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.
106 lines
3.9 KiB
Markdown
106 lines
3.9 KiB
Markdown
# Going Commando
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A native PC reimplementation of **Ratchet & Clank: Going Commando** (PlayStation
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2, 2003), written in Rust.
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The game is reimplemented, not emulated. There is no MIPS interpreter here and
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no CPU emulator: the systems are ported to Rust so they run as ordinary native
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code.
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**Status: initial scaffold.** The disc is identified and verified, the
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workspace builds, and nothing else is implemented yet. See
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[`docs/roadmap.md`](docs/roadmap.md) for where things stand and what comes next.
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## The target
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| Game | Ratchet & Clank: Going Commando |
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| Platform | PlayStation 2 |
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| Disc | `SCUS_972.68` v1.01, USA Black Label |
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| Video | NTSC, 60 Hz |
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| Boot ELF SHA-1 | `bacda860cbd6723142e86db56f197e47e728970f` |
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Verified against a real disc — see [`docs/disc-identification.md`](docs/disc-identification.md).
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This is the build the reference projects pin; Greatest Hits v2.00 is a
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different binary and is not the target.
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## No game content
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This repository contains **no game assets, no disc images, no BIOS dumps and no
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proprietary toolchains**. You supply your own legally obtained copy of the disc
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as an input, the way the upstream reference projects do.
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A pre-commit hook enforces this, blocking disc images, asset directories,
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container signatures and files over 50 MiB. If you clone elsewhere, enable it:
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```sh
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git config core.hooksPath .githooks
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```
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## Layout
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```
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crates/
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gc-formats/ asset format parsers (pure, no I/O beyond the caller's buffer)
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gc-extract/ disc pipeline: identify, unpack, verify
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gc-game/ game logic: hero, weapons, moby classes, progression, saves
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gc-video/ IPU / MPEG-2 decode
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gc-engine/ Bevy app: Graphics Synthesizer, VU0/VU1, renderer, frame loop
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docs/
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disc-identification.md which disc we build against, verified
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roadmap.md phases, gates, current status
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plan/ one file per subsystem, written as work proceeds
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formats/ format specs, written as formats are reversed
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tools/
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identify-disc.py identify any Going Commando disc image
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vendor/
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rerac/ pinned upstream reference checkout (not tracked)
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```
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## Building
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Requires a Rust toolchain via [rustup](https://rustup.rs).
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```sh
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cargo check --workspace
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cargo test --workspace
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```
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The host audio backend is disabled in `Cargo.toml` (see the comment there) so
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that the workspace builds without system ALSA development headers. Audio decode
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is the last phase of the port and lives in `gc-video`; re-enable it and install
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`alsa-lib-devel` when that work starts.
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## Identifying a disc
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```sh
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python3 tools/identify-disc.py <your-disc.iso>
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```
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Reports the serial, version and video mode from `SYSTEM.CNF`, hashes the boot
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executable, and warns when the disc is not the supported build. Reads only a
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few megabytes, so it is near-instant.
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## How it will be verified
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Visual and behavioural comparison against PCSX2, replaying recorded input and
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comparing frames, level by level. The PS2 float model is reproduced rather than
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approximated — see [`AGENTS.md`](AGENTS.md#2-reproduce-the-ps2-float-model).
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## Credits and licensing
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This project learns from and is built on the work of others. Licences are
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recorded in [`PROVENANCE.md`](PROVENANCE.md) and notices must travel with any
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code derived from them.
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- **ReRAC** — a native Rust/Bevy port of *Ratchet & Clank* (2002), the first
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game. ISC. The architecture this project follows.
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- **OpenRAC / rac2-gc-decomp** — matching decompilation research for this
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game. MIT. Source of verified struct layouts and engine documentation.
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- **Wrench** — community documentation of Insomniac's container formats. GPL,
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used as a specification reference only; no code is copied.
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Ratchet & Clank is a trademark of Sony Interactive Entertainment. This is an
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unofficial fan project, not affiliated with or endorsed by Sony Interactive
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Entertainment or Insomniac Games. |