A work-in-progress matching decompilation of Ratchet: Deadlocked (Ratchet: Gladiator in PAL regions; Insomniac Games, 2005) for the PlayStation 2, part of the OpenRAC initiative.
The objective is to produce C/C++ source code that, when compiled with the original toolchain, generates a byte-identical copy of the retail programs: the main program, the front end and the 47 level programs, each read straight from the disc. The primary target is the NTSC-U disc (SCUS_974.65), which the existing C was matched against; the PAL disc, Ratchet: Gladiator (SCES_532.85), is the second version, built and counted the same way, and the same C counts there wherever it builds to the PAL bytes too. Matched code is then refactored toward readable, idiomatic C++ with accurate types and naming, using matching builds as continuous regression tests.
Note
This repository contains no game assets, retail executables, or disassembly. To build, you must provide your own legally obtained copy of the game. Please review LEGAL.md before contributing.
Progress is published on ByteMatch for both versions (US by default) and on openrac.dev.
| Version | Region | Target ID | Code Matched | Functions Matched |
|---|---|---|---|---|
| v1.00 (primary) | NTSC-U | SCUS_974.65 |
||
| PAL | Europe (Ratchet: Gladiator) | SCES_532.85 |
A function counts as matched on a version when its C, built with its file's own flags, gives that disc's bytes of the function with only the fields its object relocates masked (tools/match_map.py, config/<version>/map.tsv); the fuzzy figure adds what the near misses in nonmatching/ get right. There is no C in the programs' build yet: every program builds byte-identical from its assembly (docs/levels.md), and tools/audit_matches.py checks every function of src/ against the US bytes.
The counts
NTSC-U (SCUS_974.65)
| Functions (exact) | Code (exact) | Fuzzy | |
|---|---|---|---|
| Main program | 3,684 of 8,989 | 300,932 of 2,193,276 bytes (13.72%) | 14.00% |
| Engine core (core.text) | 792 of 1,663 | 74,876 of 288,080 bytes (25.99%) | 26.50% |
| libgcc | 26 of 33 | 6,148 of 10,836 bytes (56.74%) | 56.74% |
| Network (net.text) | 705 of 2,441 | 31,844 of 465,620 bytes (6.84%) | 7.45% |
| Resident menus (.text) | 2,157 of 4,827 | 187,196 of 1,416,572 bytes (13.21%) | 13.35% |
| frontbin's own code | 4 of 25 | 868 of 12,168 bytes (7.13%) | 7.13% |
| Shared level code | 1,892 of 5,096 | 149,124 of 1,980,624 bytes (7.53%) | 8.18% |
| Level-specific code | 1,239 of 4,085 | 100,480 of 1,607,532 bytes (6.25%) | 6.91% |
| Level 00: Multiplayer Menu | 865 of 2,810 | 71,488 of 942,664 bytes (7.58%) | 8.43% |
| Level 01: Dreadzone Station (and 21) | 114 of 373 | 7,192 of 189,416 bytes (3.80%) | 3.80% |
| Level 02: Catacrom Graveyard (and 22) | 7 of 34 | 328 of 26,572 bytes (1.23%) | 1.23% |
| Level 04: Sarathos Swamp (and 24) | 4 of 19 | 224 of 11,708 bytes (1.91%) | 1.91% |
| Level 05: Dark Cathedral (and 25) | 23 of 102 | 1,008 of 59,824 bytes (1.68%) | 1.84% |
| Level 06: Temple Of Shaar (and 26) | 8 of 30 | 492 of 9,312 bytes (5.28%) | 5.28% |
| Level 07: Valix Lighthouse (and 27) | 5 of 46 | 508 of 28,304 bytes (1.79%) | 1.79% |
| Level 08: Mining Facility (and 28) | 9 of 48 | 1,260 of 24,400 bytes (5.16%) | 5.16% |
| Level 10: Torval Ruins (and 30) | 7 of 37 | 312 of 20,140 bytes (1.55%) | 1.55% |
| Level 11: Tempus Station (and 31) | 3 of 15 | 212 of 8,776 bytes (2.42%) | 2.42% |
| Level 13: Maraxus Prison (and 33) | 10 of 33 | 556 of 15,548 bytes (3.58%) | 3.58% |
| Level 14: Ghost Station (and 34) | 6 of 29 | 444 of 14,548 bytes (3.05%) | 3.05% |
| Level 15: Control Level (and 35) | 23 of 134 | 1,400 of 116,336 bytes (1.20%) | 1.20% |
| Level 41: Battledome Tower (all 22 multiplayer maps) | 155 of 375 | 15,056 of 139,984 bytes (10.76%) | 12.62% |
| Total | 6,815 of 18,170 | 550,536 of 5,781,432 bytes (9.52%) | 10.04% |
Each distinct function counts once: frontbin's copy of the menus is the main image's, and a level function counts once however many of the 47 levels have it. 300,932 bytes (5.21%) are in units with nothing left to decompile.
PAL (SCES_532.85)
| Functions (exact) | Code (exact) | Fuzzy | |
|---|---|---|---|
| Main program | 3,961 of 8,952 | 393,300 of 2,202,184 bytes (17.86%) | 18.13% |
| Engine core (core.text) | 821 of 1,666 | 81,116 of 288,232 bytes (28.14%) | 28.65% |
| libgcc | 26 of 33 | 6,148 of 10,836 bytes (56.74%) | 56.74% |
| Network (net.text) | 706 of 2,441 | 31,924 of 465,620 bytes (6.86%) | 7.47% |
| Resident menus (.text) | 2,406 of 4,797 | 273,552 of 1,422,048 bytes (19.24%) | 19.35% |
| frontbin's own code | 2 of 15 | 560 of 15,448 bytes (3.63%) | 3.63% |
| Shared level code | 1,964 of 5,089 | 166,316 of 2,008,632 bytes (8.28%) | 8.90% |
| Level-specific code | 1,303 of 4,093 | 116,432 of 1,600,040 bytes (7.28%) | 7.84% |
| Level 00: Multiplayer Menu | 894 of 2,834 | 78,124 of 943,896 bytes (8.28%) | 8.94% |
| Level 01: Dreadzone Station (and 21) | 126 of 371 | 10,332 of 190,296 bytes (5.43%) | 5.43% |
| Level 02: Catacrom Graveyard (and 22) | 7 of 29 | 328 of 21,232 bytes (1.54%) | 1.54% |
| Level 04: Sarathos Swamp (and 24) | 5 of 19 | 600 of 11,868 bytes (5.06%) | 5.06% |
| Level 05: Dark Cathedral (and 25) | 26 of 102 | 1,996 of 60,096 bytes (3.32%) | 3.48% |
| Level 06: Temple Of Shaar (and 26) | 9 of 30 | 1,028 of 9,316 bytes (11.03%) | 11.03% |
| Level 07: Valix Lighthouse (and 27) | 5 of 44 | 508 of 27,640 bytes (1.84%) | 1.84% |
| Level 08: Mining Facility (and 28) | 11 of 48 | 1,564 of 24,900 bytes (6.28%) | 6.28% |
| Level 10: Torval Ruins (and 30) | 8 of 37 | 452 of 20,276 bytes (2.23%) | 2.23% |
| Level 11: Tempus Station (and 31) | 4 of 15 | 500 of 8,800 bytes (5.68%) | 5.68% |
| Level 13: Maraxus Prison (and 33) | 12 of 33 | 1,200 of 15,872 bytes (7.56%) | 7.56% |
| Level 14: Ghost Station (and 34) | 7 of 23 | 1,000 of 8,884 bytes (11.26%) | 11.26% |
| Level 15: Control Level (and 35) | 31 of 134 | 3,148 of 116,624 bytes (2.70%) | 2.70% |
| Level 41: Battledome Tower (all 22 multiplayer maps) | 158 of 374 | 15,652 of 140,340 bytes (11.15%) | 13.01% |
| Total | 7,228 of 18,134 | 676,048 of 5,810,856 bytes (11.63%) | 12.10% |
Each distinct function counts once: frontbin's copy of the menus is the main image's, and a level function counts once however many of the 47 levels have it. 393,300 bytes (6.77%) are in units with nothing left to decompile.
Each level carries its own program: its code, data and dispatch tables, loaded over the main image's menus when the level starts. Each disc has 47 of them but only 14 distinct programs: the 12 split-screen campaign levels are byte-identical copies of their single-player levels, and all 22 multiplayer maps run one program (level 41's). Their functions are counted once each: under Shared level code when two or more distinct programs have them, else in their level's own row; a function the resident menus have too is counted there (docs/levels.md).
Per level
- Linux & macOS: Docker or Podman (uses the prebuilt Wine container via GitHub Container Registry), and Python 3.10+.
- Windows: Git Bash, Python 3.10+, and community toolchain mirrors.
The compilers run natively (no Wine or container needed). The venv's interpreter is
venv/Scripts/python.exe: use it wherever these docs sayvenv/bin/python.
-
Clone the repository:
git clone https://github.com/OpenRAC/rac-deadlocked-decomp.git cd rac-deadlocked-decomp -
Provide your original executable: Copy
SCUS_974.65from your disc image intobaserom/:# Expected SHA-1: aa91b1c3b9b1a244320c47580b77342ef9856e95 cp /path/to/SCUS_974.65 baserom/SCUS_974.65 -
Generate the disassembly and fetch toolchains:
bash tools/setup_asm.sh # unpack, split, splat -> asm/ git clone https://github.com/AngheloAlf/SN-Systems-ProDG_for_PS2_3.01 toolchain/sn-prodg-3.01 git clone https://github.com/AngheloAlf/sce_ps2_sdk_24 toolchain/sn-prodg-24 -
Build and verify:
# Windows (native): bash tools/build.sh # Linux & macOS (via container): bash tools/docker/run.sh bash tools/build.sh # Then compare every function with retail: venv/bin/python tools/audit_matches.py # and write the progress reports (needs the dumps, see below): python3 tools/match_map.py --write && python3 tools/progress.py --write
Each disc's programs are read from your own baserom/SCUS_974.65.iso (or baserom/SCES_532.85.iso
with --version pal; the SHA-1s are in config/<version>/programs.tsv and levels.tsv), built
from their assembly, and counted (docs/levels.md):
python3 tools/levels.py dump # baserom/us/ (add --version pal for baserom/pal/)
python3 tools/build_levels.py --asm -P 16 # 49 targets, one MATCH each (ee-as/ee-ld; Linux, or the container)
JOBS=16 bash tools/docker/run.sh bash tools/build.sh # then build_libgcc.sh, build_libm.sh
python3 tools/match_map.py --write # where src/ matches (and --version pal)
python3 tools/progress.py --write # progress/report.json and its table (and --version pal)
python3 tools/check_func.py func_L01_XXXXXXXX try.c # one function against its US bytes (--version pal: PAL)For detailed documentation:
docs/WORKFLOW.md– Setup in full, and the step-by-step function matching guidedocs/TOOLCHAIN.md– Compiler, flags, assembler passes, libraries and the containerdocs/RESEARCH.md– How the retail executable is packed and taken apartdocs/levels.md– Both discs' programs, their build, how the functions are counted, and the old against the new totalsdocs/OVERLAYS.md– The 47 US level overlays the existing C was matched against
Contributions are warmly welcome! Whether you are interested in decompiling functions, researching engine quirks, or improving documentation:
- See
CONTRIBUTING.mdfor contribution guidelines and rules. - See
docs/WORKFLOW.mdfor the step-by-step function matching guide. - Agents and contributors coordinating function scopes should read
AGENTS.mdanddocs/AGENT_WORKFLOW.mdbefore matching work. - Check
docs/PAL_SIGNATURES.mdfor reviewed PAL argument, return and output contracts before reconstructing callers. - Join our Discord Community to discuss progress, ask questions, and collaborate!
This project builds upon years of dedicated reverse-engineering research and tooling by the community:
- rac1-decomp – Repository layout, README, progress workflow and report generator, toolchain notes, the libgcc build recipe, and
tools/ps2eeas_nops.py/tools/ps2eeas_dli.py(the nops and constant sequences of SN's assembler). - rac3-uya-decomp-pal – The PAL treatment this repository follows: reading the levels from the disc, the function inventory (rac1-decomp's rules), the catalogue and the report (
tools/inventory.py,tools/level_catalogue.py,tools/progress.pyare adapted from it). - rac3-uya-decomp by vetusmagnus – Up Your Arsenal, the closest engine relative. Compiler research (SN ee-gcc 2.95.3 v1.36) and the
-fopt-stack,-G8and global-declaration findings. - OpenRAC – Status of Deadlocked, sourcing policy, and the sibling decompilations of the engine family.
- Lombyte by mateuszklysz – R&C1 NTSC decomp, checked for Deadlocked coverage (none).
- Wrench by chaoticgd – PS2 Ratchet & Clank modding tools; its documentation of the packed image (
docs/file_loading.md, "WAD Compression") and the executable's layout, and the level overlays it unpacks. - GCC and newlib – The library sources in
src/libgcc/andsrc/libm/(seeTHIRD_PARTY_NOTICES.md). - Decompilation Tooling & Ecosystem:
- splat & spimdisasm – Binary splitting and MIPS disassembly.
- m2c & asm-differ – Assembly-to-C translation and diffing.
- objdiff – Object diffing tool.
- ByteMatch, decomp.dev & decomp.wiki – Progress tracking and decompilation knowledge base.
- AngheloAlf – PS2 toolchain mirrors.
- Code written for this project is licensed under the GNU General Public License v3.0.
- Reconstructed libraries and third-party components retain their original licenses (see
THIRD_PARTY_NOTICES.mdandLEGAL.md). - Ratchet: Deadlocked is a registered trademark of Sony Interactive Entertainment. This project is not affiliated with or endorsed by Sony or Insomniac Games.