No behaviour change. This is the pass over the last stretch of work to make sure the accumulated result hangs together rather than only each commit in isolation. Code. lit_color had grown a `let _ = (depth, lod_distances)` and a dead branch from repeated edits. The directional pass genuinely does not depend on distance, so the parameters are gone rather than discarded, with a note that the point lights -- not implemented -- will need them. lit_at folded into lit_color, which had become a wrapper around it. Checked for leftover scaffolding: only two env vars remain, both real (GC_ENGINE_SHOT and GC_ENGINE_DEBUG_BOUNDS); GC_ENGINE_UNLIT, GC_ENGINE_DEBUG_COLOR and GC_ENGINE_ABL were never actually written, because those edits silently failed to apply against rustfmt'd source. AGENTS.md. The crate table did not say that gc-engine owns hardware models. ps2.rs is the Emotion Engine's FPU and the lighting pass runs on it, so the boundary is now stated: gc-formats decodes inputs, gc-engine reproduces how the hardware computes with them. That is the distinction rule 2 depends on, and it was implicit. Docs. Three claims had been overtaken by what we learned and were actively misleading: * docs/formats/level-wad.md still said gameplay "does not decode with the WAD decoder". It does; it is a WAD stream. * docs/plan/level-assets.md carried a whole section, "a compression we have not identified", with a ruled-out list including "bit order", "header length" and "the WAD format at all". All three were ruled out against the wrong input. Replaced, with the failure mode kept: a uniform failure across 27 inputs was read as "the decoder is wrong" when it meant "the data was handed over uncompressed", and the positive control -- decompress and look -- was never run. * The same file still said the tfrag "record framing is not recovered". True, but it was a false lead that has since been superseded by the VIF1 framing. Kept as a recorded wrong turn rather than deleted. Also refreshed "Still open" to name what is actually outstanding: point lights, the GS register set, the guard-band clip test, the unread core_index class tables, and -- stated plainly -- that lighting magnitudes are unverified because there is still nothing to compare against. Verified after the changes: 148 tests pass, clippy and fmt clean, all 5,213 extracted files match the hash table, and level 0 still loads at 26,758 triangles with the same LOD split and fully lit.
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.
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.