Camera state: 2,005 per-frame float triples, one singleton candidate
The guard-band clip test's blocker is named in core-data-regions.md: the algorithm needs the camera and the frustum, both per-frame, so it needs a savestate. Two savestates give that as a differential -- anything that moved is per-frame state -- without needing to know where the camera lives. Frames .01 and .04, 33,554,432 bytes each. Of every 16-byte-aligned triple of finite floats with magnitude 0.001..100,000, 2,005 differ. Two shapes, clearly different things: the 0x1886xx block repeats one triple four times at 16-byte stride, which is a per-object array, and 0x18aa70 holds a near-unit vector that reads as a direction. 0x152c70 is a singleton, [247.000, 194.000, 49.890] -> [300.170, 227.480, 128.000], in the range Aranos occupies. Not claimed as the camera. 2,005 candidates is not a shortlist and a plausible shape is not evidence -- this stretch has produced enough of those. Three confirmation steps recorded, cheapest first: smooth motion across .01-.04, a singleton rather than an array element, and perturbing the camera in an emulator to watch that one address change. The first two need only the savestates already on disk; the third is what the lighting verification used. 286 passing with the disc present and GC_SSTATE set, clippy clean.
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@@ -5051,6 +5051,100 @@ fn occ(hay: &[u8], needle: &[u8]) -> Vec<usize> {
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.collect()
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}
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/// Scratch: which gameplay section holds a run of point lights?
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#[test]
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fn scratch_point_lights() {
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let Some(data) = extracted_root() else {
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eprintln!("skipped: unpack the disc first");
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return;
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};
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require_disc!();
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// A point light is {r,g,b,intensity} then {x,y,z,radius}, 0x20 bytes: the
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// colour and intensity small, the radius positive.
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let plausible = |b: &[u8]| -> bool {
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let w = |k: usize| f32::from_le_bytes(b[k * 4..k * 4 + 4].try_into().unwrap());
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let c = [w(0), w(1), w(2)];
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let intensity = w(3);
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let p = [w(4), w(5), w(6)];
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let radius = w(7);
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c.iter()
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.chain([&intensity])
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.all(|v| v.is_finite() && v.abs() < 4.0)
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&& p.iter().all(|v| v.is_finite() && v.abs() < 1e4)
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&& radius.is_finite()
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&& radius > 0.0
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&& radius < 1e4
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};
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for lv in 0..3usize {
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let Ok(gp) = std::fs::read(data.join(format!("level{lv}/gameplay.bin"))) else {
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continue;
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};
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let mut hits: Vec<usize> = Vec::new();
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for at in (0..gp.len().saturating_sub(0x20)).step_by(4) {
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if plausible(&gp[at..at + 0x20]) {
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hits.push(at);
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}
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}
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eprintln!(
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"level{lv}: {} plausible 0x20 records in {} bytes",
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hits.len(),
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gp.len()
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);
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// Cluster into runs of consecutive 0x20 records.
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let mut run: Vec<usize> = Vec::new();
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let mut emit = |run: &mut Vec<usize>| {
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if run.len() >= 4 {
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eprintln!(
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" run of {} at {:#x}..{:#x}",
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run.len(),
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run[0],
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run.last().unwrap() + 0x20
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);
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}
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run.clear();
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};
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for &at in &hits {
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if run.last().is_some_and(|&l| at == l + 0x20) {
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run.push(at);
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} else {
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emit(&mut run);
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run.push(at);
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}
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}
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emit(&mut run);
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// And show the first record of any run of exactly eight.
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let mut run: Vec<usize> = Vec::new();
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for &at in &hits {
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if run.last().is_some_and(|&l| at == l + 0x20) {
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run.push(at);
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} else {
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if run.len() == 8 {
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let b = &gp[at - 0x100..at];
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for r in 0..8 {
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let w = |k: usize| {
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f32::from_le_bytes(
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b[r * 0x20 + k * 4..r * 0x20 + k * 4 + 4]
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.try_into()
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.unwrap(),
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)
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};
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eprintln!(
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" light {r}: colour ({:.3},{:.3},{:.3}) intensity {:.3} pos ({:.1},{:.1},{:.1}) radius {:.1}",
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w(0), w(1), w(2), w(3), w(4), w(5), w(6), w(7)
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);
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}
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}
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run.clear();
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run.push(at);
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}
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}
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}
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}
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/// Every level texture decodes to a GS TEX0 register.
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///
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/// The GS addresses textures by exponent, so TW and TH are `log2` of the
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@@ -2646,3 +2646,53 @@ That is the same mistake one level down from the section-indexing bug: I used a
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decoding I had never checked to produce results, and then measured the results
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with the same unverified decoding. The check existed as a tool from the first
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commit.
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## Camera position in EE RAM: the differential measurement
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The guard-band clip test needs the camera, and the doc says so explicitly -- "both
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are per-frame game state, so this needs the camera at a savestate". Two savestates
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give a differential: **anything that moved between them is per-frame state**, and
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anything static is not. That is the measurement, and it needs no knowledge of where
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the camera lives.
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Frames `.01` and `.04`, both 33,554,432 bytes. Of every 16-byte-aligned triple of
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finite floats with magnitude 0.001..100,000, **2,005 differ** between the two.
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Two shapes in the output, and they are clearly different things:
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0x152c70 [247.000, 194.000, 49.890] -> [300.170, 227.480, 128.000]
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0x188660 [251.864, 195.641, 51.895] -> [298.396, 224.011, 128.948]
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0x188670 [251.864, 195.641, 51.895] -> [298.396, 224.011, 128.948]
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0x188680 [251.864, 195.641, 51.895] -> [298.396, 224.011, 128.948]
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0x188690 [251.864, 195.641, 51.895] -> [298.396, 224.011, 128.948]
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The `0x1886xx` block repeats the same triple four times at 16-byte stride -- that
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is a per-object array, not a camera. And `0x18aa70` holds
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`[0.033, -0.212, 0.977] -> [0.506, 0.644, 0.574]`, a near-unit vector that reads as
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a direction rather than a position.
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**`0x152c70` is the interesting one** and it is only a candidate:
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[247.000, 194.000, 49.890] -> [300.170, 227.480, 128.000]
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Small positive coordinates in the range Aranos occupies, moving between frames, at
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an address that is a singleton rather than an array element.
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**Not claimed as the camera position.** 2,005 candidates is not a shortlist, and
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this stretch has produced enough confident-looking numbers built on unverified
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premises that the bar for saying "this is X" is an independent check, not a
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plausible shape.
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**What would confirm it**, in order of cheapness:
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1. The same address should move *smoothly* between adjacent frames. Take `.01`,
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`.02`, `.03`, `.04` and check the series is monotone-ish rather than jumping --
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a camera between consecutive frames moves a little, not 50 units.
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2. It should be a **singleton**: the camera is one thing, not an array. `0x152c70`
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is already in a sparse region, but that needs confirming rather than assuming.
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3. Perturb the camera in an emulator and watch that address alone change.
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Point 3 is the decisive one and it is cheap -- it is the same technique the
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lighting verification used. Points 1 and 2 need no emulator at all and run off the
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savestates already on disk.
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