ReaperOfVeriod f2d7e7ecd4 d97e7df was wrong: my section offset was wrong, not the decoder
Ran gc-overlay-anchors on 0x2ee138 as d97e7df directed. It reports 6 of 12 words
did not decode -- but the words disagree:

    tool:    0x2ee138  0x4bc00083
    my read: 0x2ee138  0xd8a10000

Different bytes at the same address. My offset into the section is wrong, so the
'opcode 0x36 is invalid' finding was about bytes never at that address. That
invalidates d97e7df's conclusion and its 'second decode error' framing: the
decoder was never the problem.

The tool's words are COP2 (0x12), VU1 vector-unit instructions, which capstone
will not render under plain MIPS32. So its 'did not decode' is expected for VU
code and says nothing either.

Four bugs in this investigation, all mine: un-masked branch target, transposed
address, invalid opcode read from wrong bytes, and the offset mapping itself.

Every one was a self-consistent probe reporting a clean number. The check that
catches all four is verifying the tool against a known-correct case before using
it to generate a finding -- which d97e7df recommended and I then skipped.

Nothing about 0x2ee138 is now known: not VU code, not data, not a function. The
address is the correctly decoded jal target; what is there is unestablished.

Next step is to fix and verify the address-to-overlay mapping before re-reading
anything. Until then no address computed by hand in this investigation is
trustworthy, including the 0x3a8060 walk that happened to decode.

284 passing with the disc present, clippy clean.
2026-10-14 06:01:54 +02:00
2026-10-11 20:59:19 +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.

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.

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