Picking up "the GS register set the level load builds from the texture entry" from level-assets.md, for a renderer that emulates the GS rather than resolving texture addresses on the host. gc_formats::gs gains tex0_of (TBP0, TBW, TW, TH, PSM), texture_slot_bytes and clut_base. Three measurements back them, over all 27 levels and 1,595 textures. Every dimension is a power of two: 1,595 textures, zero exceptions, in four classes -- 128x128 (1,249), 64x64 (303), 256x256 (22), 32x32 (21). The GS addresses textures by exponent, so TW and TH are log2 of the dimensions, and a texture that was not a power of two could not be addressed at all. That the whole population is one is the measurand for the decode. TBP0 is region-relative. 19 of 27 levels have a textures_base only 64-byte aligned -- mod 256 reads 0, 64, 128 or 192 -- while every entry's own data_offset is 256-aligned on all 1,595. A base pointer computed from core_data would therefore not be a whole number of 256-byte blocks on those levels. The first version of tex0_of took textures_base + data_offset and rejected 1,168 of 1,595 textures for exactly this reason, which is how the finding surfaced. The slot is level 0 plus one mip level: the stride between consecutive entries is w*h + (w/2)*(h/2) on 1,560 of the 1,564 ascending gaps -- 32x32 gives 1,280, 64x64 gives 5,120, 128x128 gives 20,480, 256x256 gives 81,920. One byte per texel. `ty` reads 3 on all 1,595, so it is not the stored level count. Four gaps break the rule and four more run backwards. Both are reported as bounded exceptions rather than folded into an average: the four ascending outliers are 712,960 to 1,064,960 bytes, two orders of magnitude past any slot the game allocates, so they are boundaries the slot rule does not describe rather than slots that came out different. The four reverse gaps mean the table is not sorted by data_offset, which a consumer walking the region in table order would trip over. The CLUT address is the established palette * 0x100, restated as clut_base because a GS emulator asks for it as TEXCLUT's CBP. Still open after this: TEXCLUT's own fields, MIPTBP1/2 wiring, and how the ad-gifs' A+D values relate to this base. Suite with the disc: 70 disc tests, 160 gc-formats, 22 gc-trace, 23 gc-engine, 19 gc-game. 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.