Findings were going to docs/plan/level-assets.md and docs/formats/*.md while roadmap.md kept listing work as open that has been done for some time. The worst case was occlusion appearing twice: open at one line with "2 to 25 sectors, small enough to read whole", and done further down with 412521 cells over 140939 masks. The open line is deleted. Also corrected: - tfrag was listed flatly open while six tfrag entries beneath it were checked. Now partial: format, topology, textures, LOD, normals and colour are done; morph targets and strip/chain bookkeeping are not. - sky was lumped in with volumes as open. Sky is done -- 149 sub-objects across 27 levels -- so it has its own entry, keeping the word at +0x0c documented as not a count, since it disagrees with the table on most levels and reads 196617 on level 2 against 4 sub-objects. - level_overlay was open. It now has a parser and a 27/27 test, so it is partial rather than done: header, constant block and level data parse, +0x10..+0x1220 is identical on every level, and the word at +0x0c falls below the file length on 17 levels and above on 10. The header words are still unnamed and the Phase 3 seven-section parser is untouched. - sound_bank was flatly open. It is partial: container framing parses and bounds are verified on 27/27, but the SBlk record fields are not decoded and DAW shows no stride, consistent with ADPCM. - tie now records what is actually known, including the two indirection chains that have not been walked: class table entries point into core_data.wad, and the header's packets[0..3] resolve against the lump base. Level 0 has 74 tie, 238 moby and 7 shrub classes. - collision now separates the header, which is decoded, from the cell layout, which is not -- including the 17-entry table at +5932 against a 75-cell grid and the disproved 64-byte RAM stride. - moby_anim records the negative result: per-chunk-type record counts are level-independent, so nothing in the chunk set is keyed by moby class. The "Where we are" section now states plainly what has parsers and that what remains open is naming rather than locating, and names the five types with no decoded fields. Reading that list is how you would have known to ask. Phase 2 remains in progress. Volumes and moby_anim have no located structure and SBlk records, tie vertices and collision cells have located structure without decoded fields.
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.