ReaperOfVeriod af62032ddc Most of the chunk container is level-independent: 65 of 74 signatures
Comparing every chunk record against the same record index in the other 26
levels, across all 74 signatures:

    65 of 74   every record byte-identical in all 27 levels
     9 of 74   level-specific
     0 ragged  no signature appeared with different record counts per level

The nine that vary:
    [5d 44 13] [75 42 ef] [7f 44 ee] [82 c4 2f] [96 c3 37]
    [a2 44 a5] [c6 c3 ef] [df c3 ea] [f3 c4 b9]

This reframes the container. 65 of 74 chunk types are static tables the game ships
unchanged in every level -- constants and lookups, not level content. The largest
by record count are all in that group: [38 c4 7e] stride 328 with 90 records per
level, [a9 c4 d8] stride 308 with 90, [3d c4 9e] stride 368 with 77.

The consequence is about method, and it is worth being blunt about. For a
level-specific type, comparing levels is the strongest lever available: a field
that moves with the level is identifiable by correlating it with something known.
For the other 65 there is nothing to compare -- one copy of the data, repeated 27
times -- so they must be decoded structurally, from what the bytes are. A future
decoder that reaches for per-level comparison as its first tool will find it
useless on the majority of the container.

[75 42 ef] is both level-specific AND the one signature with three strides. A
type that is both variable-length and level-varying is the most informative one
here, and is where per-type field decoding should start.

How this was found, including the wrong turn:

The first look at [53 c4 6c d7 9a 43] (stride 108) showed 45 of 108 byte positions
varying WITHIN a chunk and 810 records all distinct -- which reads like per-record
data. Counting distinct values per u32 slot across all 810 records contradicted
that: 29 to 30 distinct values across 27 levels, i.e. about one per level.

Both readings were wrong because they measure different things. The 45 positions
vary between records within a level; the u32 counts were low because the same 30
values recur in every level. Comparing record i across levels settled it: all 30
records are byte-identical in all 27 levels, and zero byte positions vary across
levels.

Had the u32 distinct counts been the only measurement, the conclusion would have
been "one value per level" -- the opposite of the truth, describing a per-level
parameter table that does not exist. The within-chunk and across-level views had
to be taken together to get a true one.

Asserted in most_chunk_signatures_are_level_independent. 242 tests, clippy clean.
2026-10-13 07:43:44 +02:00
2026-10-11 20:59:19 +02:00
2026-10-11 20:59:19 +02:00

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.

S
Description
No description provided
Readme
13 MiB
Languages
Rust 98.8%
Python 0.9%
Shell 0.3%