ReaperOfVeriod cd1648571c The verified mapping is the flat memory image, not section indexing
The fix e6b3e0b called for, with the verification that six commits kept deferring.

First attempt assumed OverlaySection::data had a fixed 16-byte header to skip and
added section_content() plus section_bytes_at() accordingly. The verification test
caught it immediately: section 0 read "syst" at data[16], which is a string, not
code. The embedded header contains variable-length strings -- "crap", "system",
"isc" in level 0 -- so there is no fixed header size to skip.

What is actually true: the overlay lump is a MEMORY IMAGE. Its first word is
0x001A7C80, the load address of .lit, and overlay[addr - LIT_BASE] is the byte at
addr. That is what tools/overlay-anchors has been using all along, and it is
correct.

So overlay_bytes_at(overlay, addr) replaces the section-indexing approach
entirely. Bounds-checked, so it cannot read past the image.

THE TEST, and it pins the word that exposed everything

overlay_section_index_agrees_with_the_flat_blob asserts

    u32 at 0x2ee138            == 0x4bc00083   (what capstone reports)
    u32 at overlay[0]          == LIT_BASE      (it is a memory image)
    every section dest is addressable via the flat mapping

105 words checked, passing. The 0x2ee138 assertion is the one that matters: it is
the disagreement that started this, now recorded as a fact the build checks.

What this does not do: re-read 0x2ee138, or redo any of the sixteen probes. Those
need redoing on correct bytes, and until they are the immediate-frequency and
disassembly results from 3ea5ab7 through f2d7e7e remain invalid as exact claims.

Worth recording the order of events, because it is the whole arc of this
investigation in miniature. I wrote a helper with an assumed constant, wrote the
test that would catch it being wrong, the test failed, and the assumption was
wrong. That sequence -- implement, then verify against a known word, then correct
-- took about three minutes at the end and would have saved sixteen probes at the
start.

285 passing with the disc present (23 + 19 + 65 + 156 + 22; disc binary 34.94s),
clippy clean.
2026-10-14 06:16:58 +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.

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