Range measured: savestate slot 1, RAM 0x22a000..0x24037f. Result: a second four-byte record magic appears at comparable density beside 04 04 00 01 -- 02 01 00 01, ten occurrences against nineteen. The two interleave: every 02 01 00 01 sits between two 04 04 00 01 records. 0x22a6b8 04 04 00 01 13 00 00 30 70 6a 93 00 0x22a6c8 02 01 00 01 19 c0 4c 6e 00 00 10 00 00 00 00 00 0x22a6e8 04 04 00 01 16 00 00 30 f0 76 93 00 0x22a6f8 04 04 00 01 16 00 00 30 50 78 93 00 0x22a708 02 01 00 01 1e c0 58 6e 00 00 10 00 00 00 00 00 0x22a728 04 04 00 01 24 00 00 30 50 9c 93 00 The 02 01 00 01 records are 16 bytes like the others but carry no pointer -- bytes 12-15 are zero in all ten. Their fields are a count at 4-5 (0x14, 0x19, 0x1e), a constant 0xc0 at 6, a varying byte at 7 (0x30, 0x4c, 0x54, 0x58), 0x6e at 8-9, and 10 00 at 10-11. The 0x6e at bytes 8-9 matches the ".. c1 01 6e" the sub-list payloads carry at offset 20-23. That is a second correspondence, and unlike the one retracted in the previous commit it is a shared value rather than a shared position. Not settled: this still does not say what discriminates the two payload kinds among the 04 04 00 01 records, since those share the same magic and the same 0x30 at byte 11 and differ only in the count at byte 8. The 02 01 00 01 records sit between them rather than replacing them, so they are a companion structure rather than the missing discriminator. Next: compare the count at byte 8 against the payload's own length.
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.