ReaperOfVeriod ddfbc6eb33 Find moby class references in chunk records at 38x chance
Range measured: level 0, the 900000 bytes before the trailer; 28 chunks, 475
records, 67780 u16 slots. Reference set: the 238 distinct o_class values from
level 0's moby class table, read through LevelCoreHeader.

Method: scan every u16 in every record, count membership in the moby class set,
and compare against the chance rate of 238/65536 per slot.

Result: 9493 hits against 246.1 expected, a 38.6x excess.

The hits are concentrated, not spread. Slots 129 through 140 -- twelve
consecutive u16, bytes 258 to 280 of the record -- carry 105 to 188 hits each.
Nothing else comes close except a separate cluster at slot 38. Every chunk
contributes in proportion to its record count.

A contiguous twelve-value array that is mostly moby class identifiers is what a
model or instance definition listing referenced mobies would look like.

Enrichment is not identification. A 38x excess over chance is strong evidence
these are moby class IDs rather than incidental small integers, but it does not
establish that the chunk is moby_anim: an instance table, a model list and an
animation table would all reference class IDs. The format and the meaning of
slots 129-140 are both still unnamed.

Also unverified: whether the twelve slots are always the same fields. The
offsets come from the largest records, and this scan pooled all chunk types
together, so a type with a different stride could place them elsewhere.

Process note: the first version of this test extracted the moby class table by
hand and got 67 entries instead of 238, which made every chunk look like a hit
and would have supported any conclusion. Reading it through LevelCoreHeader was
what made the measurement meaningful.
2026-10-11 04:29:44 +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.

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.

S
Description
No description provided
Readme
13 MiB
Languages
Rust 98.8%
Python 0.9%
Shell 0.3%