Sets up the foundation for reimplementing the PS2 game in Rust rather than emulating it. Nothing is implemented yet; this is the scaffold, the verified target and the working agreements that keep a long project coherent. Target disc, verified against a real image: SCUS_972.68 v1.01, USA Black Label, NTSC 60 Hz boot ELF 2,618,684 bytes, SHA-1 bacda860...d098a77, entry 0x00131AE8 The entry point independently matches the value recorded by the rac2-gc-decomp community reference, which cross-confirms the identification. This is the exact build the upstream research pins; Greatest Hits v2.00 is a different binary and is not the target. NTSC matters beyond label compatibility: PAL discs run 50 Hz, which would make chargeboots and other speed-sensitive movement run at 5/6 speed. Verifying the disc before writing movement code avoids discovering that in Phase 5. Contents: - Five-crate workspace (formats, extract, game, video, engine) on Bevy 0.19.1, matching the version ReRAC uses so its Graphics Synthesizer and VU work stays portable. `cargo check --workspace` is clean. - tools/identify-disc.py, which reproduces the identification against any disc image and distinguishes a truncated dump from a non-PS2 image. - .githooks/pre-commit, refusing game data from entering git history: disc image extensions, asset directories, container signatures at offset 0, and files over 50 MiB. Verified against seven cases including a disc image renamed to look like source. Now that this pushes to a remote, this matters more than it would have locally. - AGENTS.md, the operating agreements: no game data ever, reproduce the PS2 float model rather than approximating it, bound every read, verify against the real disc. - PROVENANCE.md, recording that this follows ReRAC (ISC) and learns from rac2-gc-decomp (MIT). Wrench is used as a written specification only and no GPLv3 code is copied, since that would relicense everything derived from it. RAC2Decomp is explicitly not used: its provenance is disputed in the upstream community reference, and it targets the wrong region. - docs/roadmap.md, phased so the riskiest unknowns are retired early. The two that matter: overlay relocation transfers from ReRAC and makes 27 level overlays tractable, while VU1 microcode is binary and is the hardest single item. Phase 5 is a deliberately scoped Veldin vertical slice as the go/no-go.
5.6 KiB
PROVENANCE
This project is built on the work of other people. Their licences apply to their code, and those notices travel with anything derived from it.
Summary
| Project | Role | Licence | Code copied into this repo? |
|---|---|---|---|
| ReRAC | Native Rust/Bevy port of Ratchet & Clank (2002) — the architecture this follows | ISC | Not yet; derived from, attribute when used |
| OpenRAC / rac2-gc-decomp | Matching decompilation research for this game | MIT | No — consulted for documentation |
| rac2-gc-decomp community reference | Engine architecture notes, moby struct layout | MIT | Documentation only |
| Wrench | Insomniac container format documentation | GPLv3 | No. Specification reference only |
| RAC2Decomp | Functional decompilation, PAL | MIT | Not used — see below |
Game content: none
No game assets, disc images, extracted data, BIOS dumps or proprietary
toolchains are or may be committed to this repository. The build takes the
user's own legally obtained disc as input. This is enforced by
.githooks/pre-commit.
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.
ReRAC — ISC
The direct model for this project. ReRAC re-implements the first Ratchet & Clank as a native Rust application on Bevy, reading assets from the player's own disc. This project follows the same architecture for the second game.
What we take from ReRAC:
- The architecture. Crate split (
formats/extract/game/engine/video), Bevy 0.19.1, the PS2 float-model discipline, and the milestone gating style. - Overlay relocation.
rc-formats::level_overlayimplements relocation-tolerant code-identity matching so one level's function can be found on every other level. R&C2's 27 overlays have the same seven-section layout (.lit,.bss,.data,lvl.vtbl,lvl.camvtbl,lvl.sndvtbl,.text), so this machinery transfers directly. It is the single most valuable thing we inherit. - Verified format specs.
docs/formats/disc_layout.mddocuments all four R&C games' container layouts, derived from behavioural analysis. - Discipline worth copying. Golden tests against committed snapshot hashes; bit-exact CPU/GPU identity checks; documenting negative results.
ISC permits use, modification and redistribution with the notice intact. When code is derived from ReRAC it must carry:
Copyright (c) 2026 ReRAC contributors
Licensed under the ISC License.
Pinned checkout: vendor/rerac at commit
d00cb00ad4018f776556e72640dcba438d098a77 (2026-10-09). Not tracked by git —
clone it yourself; the commit is recorded so everyone uses the same one.
Note that ReRAC targets a different game. Its per-level documentation is a useful hint about Insomniac's engine in general, but R&C2's spherical worlds changed roughly 50,000 lines of gameplay code, so nothing about R&C1's movement, camera or level geometry should be treated as directly applicable.
OpenRAC / rac2-gc-decomp — MIT
Matching decompilation research for this game, targeting exactly our disc
(SCUS_972.68 v1.01). It reconstructs the boot ELF and all 27 level overlays
byte-for-byte, and publishes verified struct layouts, symbol names and engine
documentation.
We use it as a reference, not as source. Its value is that it tells us what the structures are, which saves a great deal of guessing.
Its matching progress is low (~1.6% of code in C) and byte-matching is not a prerequisite for this port anyway — it is a verification technique. We are not pursuing a byte-identical rebuild.
Wrench — GPLv3, specification reference only
Community documentation and tooling for Insomniac's container formats. We use the written format specifications as a reference for how the data is laid out.
No Wrench code is copied into this repository. That is deliberate and
load-bearing: copying GPLv3 code would impose GPLv3 terms on everything derived
from it. Clean-room reimplementation from a written specification does not. If
this boundary is ever crossed, the licensing of this project changes and
AGENTS.md must be updated to say so.
RAC2Decomp — not used
A functional (non-byte-matching) decompilation of the PAL release. It is recorded here only so its absence is a decision rather than an oversight.
The rac2-gc-decomp community reference explicitly flags it as "criticized by
community for questionable provenance and non-clean-room C code. Avoid
copying." Given that we are building a reimplementation and its provenance is
disputed, we do not use it. It is also the wrong region: PAL, 50 Hz.
Third-party libraries
Rust dependencies keep their own licences; see Cargo.lock and each crate's
LICENSE file. Notable ones:
- Bevy (MIT / Apache-2.0) — application framework and wgpu renderer.
- wgpu / wgpu-hal / wgpu-types (MIT / Apache-2.0) — GPU abstraction used for the Graphics Synthesizer reimplementation.
- bytemuck (Zlib OR Apache-2.0 OR MIT) — zero-copy casts over asset structures.
- thiserror, anyhow (MIT OR Apache-2.0) — error handling.
When you add a dependency or port code
- Record it in this file, with its licence and what you took.
- Keep the upstream notice intact in any file containing derived code.
- If it would change this project's licensing terms, stop and say so first.