The header pointers found in the previous commit are live, so they can be dereferenced. Two records 0x30 apart in the level 0 table at 0x22a6b8 were followed. Range measured: savestate slot 1, reading 0x00936a70 (from the record at 0x22a6b8) and 0x009376f0 (from the record at 0x22a6e8), 64 bytes each. The two payloads have nothing in common. 0x00936a70 is fixed-point vertex data: 8d 8c 80 80 89 87 7c 80 8d 8c 80 80 89 87 7c 80 4e 4e 4c 80 4e 4e 4c 80 4e 4e 4c 80 4e 4e 4c 80 repeating Every high byte is 0x80 or 0x7c and the pattern repeats on an 8-byte boundary. As s16 these are large negatives in a narrow band around -32500, consistent with Q16.15 fixed point rather than f32, and with a stride of 4 s16 per vertex. 0x009376f0 is a tagged sub-list, not vertex data: 00 00 00 30 cd 00 00 00 cd 00 00 00 cd 00 00 00 cd 00 00 00 01 00 00 05 22 c1 01 6e 00 00 00 00 Structurally different: small integers, a repeating 0xcd, 0x30 tags in the high byte. Nothing here is position data. This supports the type reading of the header: the table is a tagged collection where the tag selects the payload kind, not a uniform array. It also rules out the alternative that the 16-byte tiling was one uniform record format with varying fields -- two adjacent records with unrelated payloads is not that. Still open: the mapping from tag value to payload kind. The 0x30 appearing in record bytes 8-11 in RAM also heads the second payload, which is suggestive but is one coincidence so far and is deliberately not written up as a link.
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.