level_overlay was on the open list with no parser and no located structure. It now has a header naming two sections and a string table. Range measured: overlay.bin on levels 0, 1 and 2 -- 2751268, 2763668 and 2928424 bytes. Result 1: the file opens with section names. +000: 80 7c 1a 00 | dc 99 00 00 | 01 00 00 00 | 88 3b 2a 00 +010: 00 00 00 00 | 00 00 00 00 | "crap\n" | 00 00 00 00 00 +020: "system misc" 00 00 00 00 00 00 00 00 00 +030: 20 80 ff 40 | 00 60 cf 00 | 64 00 | 46 00 | 19 00 00 00 u32@+0x00 is 1735808 on all three levels, +0x08 is 1, and the bytes at +0x18 and +0x20 spell "crap" and "system misc". Result 2: a debug string table on 16-byte alignment. 332 such strings on level 0, 362 on level 1, 351 on level 2, first at +0x20 and last between 1.3 MB and 2.5 MB. They are the game's own debug text: host0:r:/rc2/shock/wavetable.bin host0:z:/i5/shock/wavetable1.bin unloaded sound bank %#010x Camera_CollPrimTest WARNING! - grid out of bounds! (RAR) render setup sky draw pre effects pre 2 effects Camera_CollPrimTest WARNING! - grid out of bounds! (RAR) is direct evidence for the collision reading. It is the game's own string, naming a grid and a collision test, and it is why the two leading counts in the collision payload are worth continuing to treat as grid dimensions despite not sizing the payload. The wavetable.bin paths also confirm the sound bank is loaded from named files, which bears on the SBlk/DAW framing. Not done: the string table is located and counted but not parsed -- the records preceding each string have not been identified, so there is no gc_formats module for it yet. The +0x18/+0x20 names are section names but their structure is not established, and it is not yet shown that they index anything.
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.