The five-block result was measured on level 0 only. Rule 3a asks for the same measurement per partition, so it was repeated on level 1's savestate before being written up as a property. Range measured: savestate slot 2 (level 1), RAM 0x22a000..0x28f52f, 415024 bytes, then six of its pointer-bearing records read to count*16. The six sampled pointers split 3/3 between the two payload kinds: 00949430 41 00 00 00 30 sub-list 009496c0 13 69 b0 bf 80 fixed-point 00957970 36 00 00 00 30 sub-list 00957bb0 10 58 7e 8d 80 fixed-point 0095b740 12 37 49 41 80 fixed-point 0095d6d0 57 00 00 00 30 sub-list Taking all six as sub-list gives 3/6 with five blocks. Taking only the three that actually open 00 00 00 30 gives 3/3, with the first three blocks at 0, 32, 64 in all three. The three fixed-point payloads have zero such blocks, as expected. The earlier 3/6 was my sampling, not a counterexample -- the six pointers were never all the same kind of object. Combined: 11 of 11 sub-list payloads across both levels have exactly five blocks, the first three at offsets 0, 32, 64. The fixed-point payloads have an exact signature: byte 3 of every 4-byte group is 0x80 in 100% of cases -- 52/52, 40/40, 48/48 over the first 512 bytes of the three level 1 samples, and the same across all nine level 0 payloads. That separates the two payload kinds without the record tag, which does not select them. Correction: level 1's record tags are not level 0's. The same scan finds 18 04 04 00 01 headers against 19, plus 6 02 01 00 01 against 10, and byte 11 is no longer constant: 0x30 on 10, 0x00 on 5, 0x20 on 2, 0xbc on 1, where level 0 had 0x30 on all 19. "Byte 11 is 0x30, constant" was a level-0 partition result written up as universal; across both levels it takes four values. Fixed-point payload entropy over all nine level 0 payloads is 5.51 to 5.89 bits per byte against 8.0 for uniform, and the mean of the s16 reading varies per payload from -82 to -907 -- structured, and consistent with vertex positions relative to a per-payload origin. Not established: what the five blocks are, and how the fixed-point data decodes to vertices. Its entropy is far below random, so it is compressed or permuted rather than stored plainly, and the permutation table seen once in 0x009376f0 remains unexplained.
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.