With PCSX2 on Aranos the savestate problem went away. PINE reads EE RAM live, so two dumps seconds apart are consecutive frames by construction -- exactly what the offline savestates could not provide (1aa94ee). Of 1,654 changed 16-byte float triples between two live dumps, most singletons are mob positions moving 4-5 units. One region is three 4x4 matrices at 64-byte stride, each with an affine fourth row: 0x18aa70 0.0338 -0.1983 0.9796 0.0000 -0.0275 -0.9799 -0.1974 0.0000 0.9990 -0.0203 -0.0386 0.0000 247.2990 193.1330 50.4526 1.0000 0x18aab0 t = 247.239, 193.102, 50.497 0x18aaf0 t = 246.940, 193.155, 50.151 The control that makes this an identification rather than a coincidence: all three upper 3x3 blocks are orthonormal to within 1e-6 -- row norms 0.999995..0.999998, pairwise dots at or below 1e-6. Three consecutive float triples in a random 32 MiB region being unit length AND mutually perpendicular does not happen twice. The residual is f32 rounding, expected on an FPU that is not IEEE-754. Camera position on Aranos: (247.3, 193.1, 50.5). camera_transform_is_orthonormal_with_a_moving_translation asserts orthonormality, w == 1, and that the translation moves smoothly but not wildly. That last half is the check1aa94eeneeded and the savestates could not supply: consecutive frames give 0.002-0.005 of movement, against ~230 between unrelated savestates. What this unblocks: guard_band step 1 is R * (bsphere - camera * 1024). Both operands now exist. R is rows 0-2 of 0x18aa70 and the camera is its fourth row, so the clip test can run against a real frame for the first time. Not assumed, and recorded as open: which of the three matrices step 1 wants; whether the float translation needs converting to the disc's 12.4 fixed point first (the algorithm multiplies by 1024, which implies it does); and the frustum planes, which the guard band needs and which are not in this structure.
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.