Decode tfrag normals from the overlay's sine table
Normals are per-vertex, and the tfrag's light records store them as an azimuth and elevation *index* into a 256-entry sine table rather than as angles. This decodes that table and builds normals for the renderer. The reference reads the table from an ELF at BOOT_NORMAL_TABLE_VADDR (0x165500) and notes every level overlay carries a copy. The overlay has no ELF header -- it is a raw loadable image starting with code -- so there is no program header to map a virtual address through, and the offset is not fixed either: level 0 has the table at 0xb650c, level 5 at 0xcca30, level 26 at 0xb6284. So it is located by content. Every table starts with exactly (1.0, 0.0), angle zero, and the scan then requires all 256 entries to match cos(i*pi/128), sin(i*pi/128). Validating the whole curve is what makes the search safe: a lone (1.0, 0.0) pair of floats occurs by accident in a 2.7 MB executable, and a test plants one as a decoy. The values are read from the disc rather than recomputed, since those are the numbers the game indexes. A normal is (cos(az)cos(el), sin(az)cos(el), sin(el)) *negated* -- the stored normals point into the surface -- and then given the same Z-up to Y-up swap as positions, or the lighting comes out sideways. The azimuth and elevation fields are stored signed but index 0..=255, so entry 200 must be read as 200, not as -56; there is a test for that. Also frames and parses the level light bank from the gameplay extent, and the pipeline now writes overlay.bin. The per-vertex lighting evaluation is not written yet, so the renderer stays unlit by default. GC_ENGINE_LIT=1 substitutes a host directional light for inspection -- that is a stand-in, not the game's lighting, and it is deliberately not the default. The hash table is regenerated for the 27 new overlay.bin files: now 5,213 files and 5,762,497,559 bytes.
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@@ -14,7 +14,7 @@ early, while they are still cheap to retire.
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- [x] Repository hygiene in place (pre-commit guard, `.gitignore`, licence
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record)
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- [x] **Phase 1 complete.** The disc pipeline runs end to end and is verified
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against a committed hash table: 5,186 files, 5,685,541,143 bytes, every
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against a committed hash table: 5,213 files, 5,762,497,559 bytes, every
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one of the 92 asset containers parsing.
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- [x] **Phase 2 in progress.** Level containers are parsed through their typed
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header, and the `data` extent is parsed as a container of byte ranges. The
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@@ -35,11 +35,19 @@ early, while they are still cheap to retire.
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drawn unlit so the frame shows real albedo rather than a faked lighting
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model. Verified against the stored values (level 0 patch 0 runs
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`(25,26,26)` to `(108,144,141)`), which are genuinely dark.
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- [ ] **tfrag lighting.** Needs the level light bank from `gameplay`, the
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256-entry normal table from the overlay ELF at `0x165500`, and the
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already-parsed azimuth/elevation light records. The pass itself is
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- [x] **Tfrag normals.** The 256-entry sine table is decoded from the level
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overlay and normals are built per vertex and handed to the renderer. The
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overlay has **no ELF header**, so the table cannot be reached through a
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program header, and its offset differs per level (level 0 `0xb650c`,
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level 5 `0xcca30`); it is located by matching the whole 256-entry curve.
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Normals are negated as stored and get the same axis swap as positions.
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The pipeline now also writes `overlay.bin`.
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- [ ] **tfrag lighting pass.** The light bank from `gameplay` is framed and
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parsed; the per-vertex evaluation is not written yet. It is
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`base + A*max(dA, dA*wA) + B*max(dB, dB*wB)` and has to run in the PS2
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float model. Detail in `plan/level-assets.md`.
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float model. Until then the renderer stays unlit by default;
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`GC_ENGINE_LIT=1` substitutes a host directional light for inspection,
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which is not the game's lighting.
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- [ ] Then the GS register set and the guard-band clip test.
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The disc being the exact build the reference projects pin is the single
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