This repository is a matching decompilation of Ratchet: Deadlocked (2005, PS2; Ratchet: Gladiator in PAL regions), NTSC-U version. It produces C source that, when compiled, reassembles to the original retail executable.
- The disc image, the retail executable, ELFs, or any file extracted from a disc.
- Asset binaries (textures, models, audio, level data).
asm/: the disassembly carries retail instruction bytes, so each contributor generates it locally from their own baserom (bash tools/setup_asm.sh). It is gitignored.- Compiler or SDK binaries, or patches that bypass copy protection.
- Source that a contributor wrote from the locally generated disassembly.
- Build scripts and config that describe how to rebuild the original layout from a baserom the user supplies.
- Names, addresses, sizes and percentages (
progress/report.json).
- Their own legally obtained copy of the game, dumped by them.
- The compiler toolchain, obtained on their own.
Allowed: the retail binary, SDK library binaries the toolchain ships, open
source code under its own license (credited in THIRD_PARTY_NOTICES.md), and
other public decompilations (credited).
Never use Sony's SDK source, samples or headers, or any leaked or NDA material, not even as a reference to check a match against.
Every name in this repository comes from the contributors' own work on the
retail binary: func_XXXXXXXX by address, generated type and member names
(Type1, f20 for the member at offset 0x20), or a descriptive name given
after the function was understood from the retail code. Do not copy identifiers,
file names or directory names from any other source, and do not rename one
mechanically into a similar one. Reference material of any kind that is not
the retail binary lives under private/ or baserom/, both ignored by git, and
nothing from it is written anywhere else.
Before every push: git grep for any name you are unsure about, and check the
history with git log -S<name>.