Volumes were the only type never located, so this is a search report rather than
a result, and it is recorded as a candidate on purpose.
Ruled out first: no engine-side name exists. No level file contains "Volume"
outside UI text ("Music volume", "Volume de la musique") and Italian item
descriptions. The format cannot be found by label and has to be structural.
gameplay.bin is already-decompressed level data. Its head is a count (336 on
level 0) then 16-byte records from byte 416, carrying (type, pad, offset, id).
The id groups them -- each id has exactly two records pointing into two parallel
offset arrays -- and those offsets resolve into a text pool, the first ones
landing mid-string in dialogue ("it Megacorp Lab"). So that part of the file is
dialogue and class dispatch, not geometry.
The structural hit: a table of 144-byte float records. Level 0 has one at
799204, 20 records of which 19 are populated and one is an all-zero terminator,
with 34-35 of each record's 36 float slots world-plausible and +0x0c holding a
varying world position:
(206.5, 284.1, 116.0) (265.0, 445.3, 131.7) (244.0, 407.2, 128.0)
(219.3, 247.0, 107.5) (185.1, 282.6, 104.9) (260.8, 423.6, 130.9)
(248.2, 198.4, 51.8) (185.8, 282.7, 102.6) (247.0, 211.5, 100.6)
A 144-byte record with world positions and float radii is the shape a volume
trigger region should have, and a matching table is present in every level
examined (0-9), each preceded by an all-zero record, counts 23 to 612.
It is NOT called volumes. Nothing ties this table to volumes. Camera bounds,
spawn points and path nodes would present exactly the same thing: float records,
world coordinates, no label. The discriminating evidence has not been gathered,
and writing "volumes" in the roadmap because the shape fits would be the exact
error this log keeps catching.
Two detector bugs, both mine, both confident before they were caught:
1. The validity test accepted zero as a world-plausible float, so every
zero-filled region scored perfectly and the cross-level check returned runs of
225 to 1,514 records that were obviously padding. Requiring non-zero floats
(>=20 of 36) separated real tables from memory immediately.
2. The 144-byte stride came from four offsets I eyeballed as being 144 apart.
Gap 144 was not in the top eight gaps of the detector that found them -- it
survived because three consecutive observations agreed, not because the
measurement supported it. The corrected detector then found much longer runs,
which is the opposite of what the eyeball version implied.
Same shape as every other correction here: a clean small plausible number read as
conclusive because nothing was checked against a control that could disagree.
To actually settle it, the table needs to be correlated with something known --
if a count matches a level's visible trigger regions, or if an id in the record
resolves through the class table to a named object, that is the discriminator.
Until then volumes remain open and the roadmap says so.
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.