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16.25 MB
OF CODE VERIFIED

7 titles · 8 projects · 22 mods

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Ratchet & Clank series, rebuilt from the original bytes

A hub for the community decompilations of Ratchet & Clank: readable source code that compiles to the original games' exact bytes

Unofficial and community driven. You need your own copy of the original game to play. Learn more →

Progress

The percentage is the share of each game's code that compiles to exactly the retail bytes.

Original Trilogy & Deadlocked

The four PlayStation 2 releases of the main series, from the 2002 debut to the combat arena of Deadlocked.

PlayStation 2

Ratchet & Clank

decompilation · 2002PAL · Europe

100,00 %

data 99,95 %

OpenRAC/rac1-decomp

maintained by@Lynder063@Veradictus

3.71 MB of 3.71 MB code matched

Ratchet & Clank

decompilation · 2002NTSC-U · USA

100,00 %

data 77,18 %

lombyte-project/Lombyte

maintained by@mateuszklysz@pezzadev

3.55 MB of 3.55 MB code matched

Going Commando

decompilation · 2003

94,26 %

data –

OpenRAC/rac2-gc-decomp

maintained by@llesieur99@platypet2217-star

5.21 MB of 5.52 MB code matched

Up Your Arsenal

decompilation · 2004 · PAL

10,42 %

data –

OpenRAC/rac3-decomp

maintained by@Lynder063@Veradictus

786.1 KB of 7.55 MB code matched

Ratchet: Deadlocked

decompilation · 2005 · NTSC-U

9,52 %

data –

OpenRAC/rac4-decomp

maintained by@Lynder063

550.5 KB of 5.78 MB code matched

Spin-offs & Handhelds

Handheld and spin-off entries in the Ratchet & Clank universe.

PSP / PS2 / Mobile

Going Mobile

Java reconstruction · 2005 · J2ME

100,00 %

data –

Clank700/going-mobile-decomp

maintained by@Clank700

545.6 KB of 545.6 KB code matched

Size Matters

decompilation · 2008 · NTSC-U · PS2 port

28,88 %

data –

OpenRAC/rac5-sm-decomp

maintained by@llesieur99

1.85 MB of 6.42 MB code matched

Secret Agent Clank

decompilation · 2009 · NTSC-U · PS2 port

0,57 %

data –

OpenRAC/rac-sac-decomp

maintained by@llesieur99

41.4 KB of 7.28 MB code matched

The figure is matched code, weighted by size, the same number ByteMatch shows; the data figure and the fainter bar under it are the share of the game's data that matches, where the project's report measures it. Each title links to its own community repository, and a title without a link has not been started. Numbers are read from the repositories on the server and refreshed every ten minutes. Roadmap entries are not a promise.

Get involved

You do not need to be a reverse engineer. Every project here welcomes newcomers.

Say hello

Join the Discord, tell us what you are curious about and pick a starting point with people who have done it before.

Set up

Follow the setup guide of the project you like. You will need your own legally obtained copy of the game, we never provide one.

Pick a function

Take a small one, get it to compile to the same bytes and open a pull request. Reviews, notes and tooling help just as much.

Latest news

What happens across the projects, week by week.

All news

Recent activity

The latest commits across the tracked projects, straight from GitHub.

How it works

Matching decompilation, in three steps.

Disassemble

Your own copy of the game is split into code and data. Nothing extracted from it is ever stored in the repository.

Rewrite

We write plain C for each function and compile it with the same compiler and flags the original developers used.

Verify

If the output matches the original bytes exactly, the function counts as done. The build and progress report are public and reproducible.

Resources

Tools, guides and related work that decompilation projects like these rely on.

FAQ

The short answers.

Is this a way to play the game for free?

No. OpenRAC contains no game assets, no game code and no game binaries. To build anything, the PC port included, you need your own legally obtained copy of the game.

How is this different from OpenGOAL?

OpenGOAL targets a different game and toolchain. OpenRAC follows the same spirit: understand a classic game, document it, and make it possible to study and preserve. Our method is byte-matching decompilation.

Is there a PC port?

Yes. A native PC port is built from the decompiled code, and the launcher sets it up from your own disc. It is a result of the decompilation and a way to show how the reconstructed code runs, not the main focus. The goal stays a complete, accurate source reconstruction of each game.

Can I mod the PC port?

Yes. Community mods are listed at openrac.dev/mods: press Install and the launcher adds the mod with everything it needs, and keeps it up to date. Mods are made with the OpenRAC SDK, and anyone can list theirs.

What do “matched” and “percent” mean?

A function or method is matched when the reconstructed code compiles to exactly the same instructions or bytecode as the retail build. The percentages reflect verified code and functions divided by the totals.

Are the other titles being worked on?

Yes, and every one of them by an independent team. Each project has its own people, its own repository and its own way of working. This page only gathers them in one place.

Working on a Ratchet & Clank decompilation?

We offer every team the same thing: one shared place where people can follow your progress next to the others, measured the same way and linked straight to your repository. It is an invitation, never a requirement. Nobody has to join OpenRAC or move a project under it, and the offer stands for everyone.

Say hi on Discordor open an issue

How can I help?

Read CONTRIBUTING.md on GitHub. Reviewing, documenting function behavior, and improving tooling all help, not just writing matches.

Do you accept assets or dumps from the game?

No. Please do not upload or link game files, dumps or other copyrighted material to issues, pull requests or the community channels.

Our view on AI

Parts of this project are built with the help of AI coding assistants. We think that should be stated plainly rather than hidden, so here is how we use it and where we draw the line.

What it does here

Matching decompilation is unusually well suited to machine help because success is objective. A function either compiles to the original bytes or it does not. An assistant proposes C, the compiler judges it, and that result is the only thing that counts. A wrong guess costs nothing and never ships.

Our weekly news reports are written with AI as well. A named person uses a tool of their choice, reads the result and submits it for review. Each report says who wrote it and with what, and lists the pull requests behind it, so you can check it yourself.

What it does not do

AI does not decide what the project is. People set the goals, review what lands, and answer for it. Every accepted function is reproducible from the public toolchain, so anyone can check the work without trusting the tool that helped write it.

Our rules

Plain, readable C only, with no tricks to force a match. No game assets or dumps are fed to any tool in a way that would end up in the repository. Contributors are welcome to use or avoid AI as they choose, and are responsible for what they submit either way.

Why we are open about it

Preservation work depends on trust. Saying how the work is done, and making it verifiable, lets people judge it on the evidence. We would rather explain a tool than have anyone wonder about it.