Follows 9bb04cc. The control region is now characterised, and the second half of
the answer is a correction to a field doc that has been wrong since the record
was first parsed.
WHAT THE CONTROL REGION IS
Per-record, not shared state. 12,294 distinct blobs across 13,042 records, mixed
within 2,410 of 3,549 classes, and different between LOD 0 and LOD 1 on all 500
classes that have both. It varies per primitive.
Partitioned by its own length, it is not uniform in character, and the pooled
count hid that:
vert_ofs 48 bytes (3 qw) 5 distinct blobs
vert_ofs 64 bytes (4 qw) 3,175
vert_ofs 80 bytes (5 qw) 4,309
vert_ofs 96 bytes (6 qw) 3,281
vert_ofs 112 bytes (7 qw) 1,523
vert_ofs 128 bytes (8 qw) 1
The shortest and longest are effectively constant -- five blobs, and one -- while
everything between is per-record unique. That is a shape, not a noise floor, and
it is invisible unless the measurement is partitioned by length.
THE CORRECTION
bfc_distance == 5 * shader_count holds on every record, and the field doc has
always read "quadwords of ad-gif data" -- which read as a packet-relative length
would make it the control region's size.
It cannot be that. bfc_distance is 5..20 quadwords; vert_ofs, the control region,
is 3..8.
Pooled, they overlap on 9,315 of 15,219 records -- 61%, a number describing
nothing. Partitioned by shader_count, as AGENTS 3a requires, it is exact:
shader_count 1: 2,772 of 8,676 exceed (32%)
shader_count 2: 4,649 of 4,649 exceed (100%)
shader_count 3: 1,729 of 1,729 exceed (100%)
shader_count 4: 165 of 165 exceed (100%)
Without exception for two or more shaders. For one shader it exceeds exactly when
vert_ofs is below 5, which is that 32%.
**The AD-GIF is not stored in the tie packet.** The packet is control, vertices
and scissor, in that order. bfc_distance is a per-record quantity tied to the
shader count whose meaning is still not established, and the "quadwords of ad-gif
data" reading of it is wrong. The doc now says so and says why, rather than
carrying a plausible description of a field whose meaning nobody has established.
This is the fourth retraction today and the second today found by partitioning
rather than by a test failing. The pooled number was not merely less precise than
the partitioned ones -- it pointed the other way, because 61% looks like noise and
100% looks like a boundary. Had I accepted the pooled figure I would have written
"sometimes" and moved on.
59 disc tests, 278 total across 23 + 19 + 59 + 156 + 22 with the disc present
(disc binary 35.31s), 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.