Decode the overlay's load base, from its own profiler table
Range measured: all 27 levels' overlays. The overlay carries the game's profiler menu definition -- a run of 8-byte padded names (normal, camera, cam+chr, volume, bars, render, mobys, ties, shrubs, cpu/gpu, occl, ...) followed by runs of absolute RAM addresses that point back at those same names. On every level the four addresses after normal/camera/cam+chr/volume, each minus its target name's overlay offset, give the same number: 1,735,792. That is field_00 - 16, where field_00 is the header word that read 1,735,808 on all 27 levels with nothing attached to it. The overlay is loaded with its 16-byte header stripped, so overlay offset X sits at RAM X + 1,735,792. OverlayHeader::ram_address carries it, and the disc test asserts the derivation holds on all 27 levels. Confirmed, not only derived: level 0's RAM 0x1acf80 holds "normal\0camera\0cam+chr\0volume\0", byte-identical to overlay 0x5310, and 0x5310 + 1735792 == 0x1acf80. All four names land where the overlay's own table says. `gc-trace verify-overlay-base` runs that check, savestate-gated the same way as the tie and tfrag ones. The overlay is relocated, not copied: only 37.67% of level 0's is byte-identical at the base, and the 256-entry sine table -- at overlay 0xb650c -- is not at 0xb650c + base. So the base locates the overlay's image, but individual tables inside it move. That is the shape of a loader applying relocations, and it means the base is necessary but not sufficient for reading the game's tables. The value of the base is that any overlay offset can now be carried to a RAM address, which is the prerequisite for reading the game's live level state -- the thing the tie relocation and tfrag lighting checks had to work around. Two things get deleted rather than finished. The collision u16 table was probed four ways -- magnitude distribution, level-independence, run starts, run lengths -- and every one came back level-dependent: the run-start pattern is identical on 1 of 19 levels. So the first 1024 bytes of the collision payload are data, not a fixed table, and nothing was decoded. Recorded as the negative it is rather than left as four half-findings.
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@@ -2322,6 +2322,43 @@ What would settle it, and none of these are cheap:
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whose name is a volume trigger, that would be decisive. No class name
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containing "volume" exists on the disc, which is why this is not available.
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## The overlay's load base, from its own profiler table (2026-10-11)
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**Range measured:** all 27 levels' overlays.
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**Method:** the overlay carries the game's **profiler menu definition** -- a run
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of 8-byte-padded names (`normal`, `camera`, `cam+chr`, `volume`, `bars`,
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`render`, `mobys`, `ties`, `shrubs`, `cpu/gpu`, `occl`, ...) followed by runs of
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absolute RAM addresses that point **back at those same names**. On every level
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the four addresses after `normal`/`camera`/`cam+chr`/`volume`, each minus its
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target name's overlay offset, give the same number: **1,735,792**.
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That number is `field_00 - 16`, where `field_00` is the header word that
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previously read 1,735,808 on all 27 levels with no meaning attached. So the
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overlay is loaded with its 16-byte header stripped: overlay offset `X` sits at
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RAM `X + 1,735,792`. `OverlayHeader::ram_address` carries it.
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**Confirmed, not only derived.** The same bases were checked in PCSX2's RAM:
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level 0's `0x1acf80` holds `"normal\0camera\0cam+chr\0volume\0"`, byte-identical
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to overlay `0x5310`, and `0x5310 + 1735792 == 0x1acf80`. All four names land
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where the overlay's own table says. `gc-trace verify-overlay-base` runs the
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check.
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**The overlay is relocated, not copied.** Only **37.67%** of level 0's overlay
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is byte-identical at the predicted base, and the 256-entry sine table -- at
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overlay `0xb650c` -- is *not* at `0xb650c + base`. So the base locates the
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overlay's image, but individual tables inside it move. That is the shape of a
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loader applying relocations, and it means the base is necessary but not
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sufficient for reading the game's tables.
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The value of the base is that any overlay offset can now be carried to a RAM
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address, which is the prerequisite for reading the game's live level state --
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the thing the tie relocation and the tfrag lighting checks had to work around.
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Note the profiler table's own vocabulary, since it is the first named structure
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in the overlay: `volume` is one of the game's profiling categories, so volumes
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are a real subsystem. It does not locate the data.
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## Chunk records: what the stride table settles, and one signature it does not
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Walked every chunk on all 27 levels and grouped by its six-byte header signature:
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@@ -415,6 +415,12 @@ Phase 1 hands over the extents; this phase works out what each one contains.
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`+0x20` is self-limiting: entries run while strictly inside the region.
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**The word at `+0x0c` is not a count** -- it disagrees with the table on
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most levels and reads 196,617 on level 2 against 4 sub-objects.
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- [x] The **overlay's load base is `field_00 - 16` = 1,735,792**, derived from
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the overlay's own profiler table (whose absolute addresses point back at
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its names, on all 27 levels) and **confirmed in RAM**: all four profiler
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names land where the base predicts. Any overlay offset can now be carried
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to a RAM address. The overlay is *relocated*, not copied: only 37.67% is
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byte-identical at the base, so tables inside it move.
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- [~] `volumes` — **still not identified, but a candidate exists.** Every level's
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`gameplay.bin` carries a table of **144-byte float records** with world
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positions at `+0x0c`, preceded by an all-zero record (levels 0-9: 23 to 612
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