d4e81ba left one question: the camera's rotation is one of the nine, but which.
Answered by turning the camera in the live emulator and watching which matrix
responds. Ten captures at ~0.6s intervals; angle through which each matrix's first
row rotated, from capture 1:
idx 1->4 1->7 1->10
m0 0.37 0.27 0.53
m1 1.31 1.07 1.34
m2 3.89 1.38 1.43
m3 2.25 1.18 1.40
m4 30.60 18.49 37.21 <-- the camera
m5 1.70 1.45 1.82
m6 1.24 0.98 1.29
m7 1.88 1.34 1.73
m8 1.70 1.45 1.82
The eight others are the control and they sit under 4 degrees across the whole
sweep while m4 goes to 30-37. Its motion is non-monotonic, tracking the input
being turned one way then back.
The translations gave the complementary half: all nine move together by the same
few thousandths. So the nine share one camera position and carry nine different
orientations, one of which is live.
guard_band step 1 now has both operands:
R rows 0-2 of the matrix at 0x18ab70
camera its fourth row, (247.1, 193.4, 50.4) on Aranos
NOT established: why there are nine. They are not nine cached frames of one camera
-- if they were, all nine would have swung by 30 degrees together. They are nine
distinct orientations about a shared point with one selected, and a table selected
by an index fits. The nine-legal-orientations-on-a-spherical-planet reading stays
plausible and unproven; what is proven is which entry is live. No reindexing was
observed, so if the index moves it does not on camera rotation alone.
294 passing with the disc and savestate present, 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.