The fixe6b3e0bcalled 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 from3ea5ab7throughf2d7e7eremain 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.
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.