ReaperOfVeriod d56b439502 Exclude the collision segmentation theories on the full population, and name the
unblock

Continuing on the verbatim payload with the grid known.

Cells are not zero-separated. Counting maximal runs of non-zero u16 across the
whole payload:

  level 0   363 cells     15,115 runs     mean run 25.3 u16
  level 1   384 cells     24,647 runs     mean run 51.5 u16
  level 2    53 cells     31,512 runs     mean run 30.3 u16

Two to three orders of magnitude apart, so a zero run is not a cell boundary.
Cells are not uniform blocks either: level 0 averages 2,488 bytes per cell and
level 2 averages 43,684, which cannot both be one fixed-size record.

The run lengths are not records. Their histogram has a long tail of
near-power-of-two values -- 2,140, 1,184, 840, 816, 628, 604, 562 -- which is
what you get when a run is bounded by a single zero byte inside otherwise dense
data, not by a delimiter. With the 18%-zeros finding, the payload reads as dense
data with sparse holes rather than a delimited sequence.

So all three segmentation theories are now excluded on the full population rather
than on a sample: not ascending u32 tables, not zero-run delimiters, not fixed
stride.

What would actually unblock this: overlay.bin IS the game's own code, and the
collision parser is in it. Camera_CollPrimTest WARNING! - grid out of bounds!
(RAR) was located in the debug string pool earlier, and that string is inside the
collision routine. So the format is recoverable -- but not by measuring bytes. It
needs disassembly of that routine, or an R&C2 reference for the collision cell
record.

Stating that plainly is worth more than another scan. The disc-side measurement
space for collision is exhausted: the bytes are available, verbatim, the grid is
known, and three independent segmentation theories have failed on the whole
population. Further probing without the loader's own logic will not converge.
2026-10-13 04:46:10 +02:00
2026-10-11 20:59:19 +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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