Parse the level container header, naming each level's four extents
The first typed structure read from real data. Every one of the 27 level containers begins with the same 0x60-byte header, which turns the generic pair table into named assets: data, sound_bank, gameplay and occlusion, plus three chunk descriptors. Two things about this header are worth stating because both are silent failures rather than errors. Sizes here are sector counts, not byte counts. The generic G/ pair table on the same disc uses byte counts, so both readings type-check and the wrong one is off by a factor of 2048. The tiling check settles it: read as sectors, the four extents tile every one of the 27 containers exactly; read as bytes they overlap each other. Level id is not container order. LEVEL21.WAD reports id 30, so a level was cut from the disc and its number left a gap. Anything keying off file order -- a save slot, the planet select screen -- would mislabel that planet. There is also a second trap in the same area: the ISO filesystem sorts names alphabetically, so LEVEL10 precedes LEVEL2, and any tool needing order has to sort numerically. The header's field at 0x04 is zero on all 27 levels. It is not the container size despite looking like one, so the code reads it as a runtime field and takes the container length from the ISO entry instead. Measured across all 27 levels, three invariants now hold in tests: extents tile in file order; extent coverage plus chunks reaches at least the end of the container (21 levels land exactly on its length, 6 leave 134 to 689 sectors of trailing data); and exactly one level's id differs from its container index. The coverage assertion is >= rather than == on purpose -- 21 levels end one sector past the file end because the header occupies sector 0, and asserting equality would truncate a level's tail. gameplay is left unparsed and that is recorded rather than hidden. It begins "WAD" plus a per-level byte and does not decode with the WAD LZ77 decoder: all 27 levels produce plausible output for the first packet and then fail on a rule the format's own encoder never breaks, which means the input is wrong rather than the decoder. docs/plan/level-assets.md records what is ruled out and what to try next. 66 unit tests, plus 7 integration tests against the real disc. The unpack hash table is unchanged, so this adds parsing without altering the pipeline.
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# The level container (`LEVEL<n>.WAD`)
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Target: `SCUS_972.68` v1.01. 27 containers.
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The first typed structure in this project, and the one that turns the generic
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container table of [`global-wad.md`](global-wad.md) into named, individually
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parseable assets. Implementation: `crates/gc-formats/src/level_wad.rs`.
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## Header
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All 27 level containers begin with the same 0x60-byte header:
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```text
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offset size field
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0x00 4 header size, 0x60 on every level
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0x04 4 zero on every level; written by the game at load time
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0x08 4 level id
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0x0c 4 reverb configuration index
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0x10 8 data geometry: tfrag, tie, shrub, moby, sky, textures
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0x18 8 sound_bank
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0x20 8 gameplay
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0x28 8 occlusion
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0x30 48 three {offset, size} chunk descriptors
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```
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Sizes here are **sector counts**. This is the opposite of the generic pair table
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in the `G/` containers, where sizes are byte counts. Both appear on the same
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disc, so reading one as the other produces extents that are wrong by a factor of
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2048 and that still *look* plausible. See "Two fields, two meanings" below.
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## Extents
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The four named extents appear in the file in an order that is **not** the order
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of the fields in the header:
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```text
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sound_bank data gameplay occlusion
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```
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Level 0, measured:
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| Part | Offset | Sectors | Bytes | Unpacked to |
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|---|---:|---:|---:|---|
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| sound_bank | 1 | 734 | 1.50 MB | `level0/0002.bin` |
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| data | 735 | 6,484 | 13.28 MB | `level0/0001.bin` |
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| gameplay | 7,219 | 322 | 0.66 MB | `level0/0003.bin` |
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| occlusion | 7,541 | 12 | 0.02 MB | `level0/0004.bin` |
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The numbering of the unpacked files follows the header's field order, so the
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`data` extent is `0001.bin` while it is physically second in the container. Both
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orderings are worth keeping straight; the typed header exists so callers never
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have to.
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`data` is where the level's visible content lives and is the target of the next
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phase.
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## Two fields, two meanings
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This is the trap in this format, and it is worth stating plainly because both
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readings type-check.
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| Where | Size field is |
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|---|---|
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| `G/*.WAD` generic pair table | **bytes** |
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| `LEVEL<n>.WAD` named extents | **sectors** |
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Measured across all 92 indexed pair containers, the byte reading places every
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entry inside its file while the sector reading does not. Measured across all 27
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level headers, the sector reading tiles each container exactly.
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If the level header's sizes were read as bytes, `sound_bank` on level 0 would
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claim 734 bytes starting at sector 1, and `data` would start at byte offset 735
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— inside the sound bank. The extents would overlap, which is the symptom to
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look for.
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## Invariants, as measured on all 27 levels
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These are the checks the parser is validated against, and each holds everywhere
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rather than on one sample:
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1. **Extent order and tiling.** Each extent's end is the next extent's start.
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27 of 27.
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2. **The runtime sector field at `0x04` is zero.** 27 of 27. It is not the
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container size and must not be used as one — the container's length comes
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from the ISO directory entry.
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3. **Extent coverage.** `sound_bank + data + gameplay + occlusion + chunks`
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always reaches at least the end of the container. 21 of 27 land on exactly
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the container's sector length; 6 leave between 134 and 689 sectors of trailing
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data past the last named extent (levels 1, 2, 4, 11, 19, 20).
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The 21-level case ends *one sector past* the file end. The header occupies
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sector 0 and the extents begin at sector 1, so this is ordinary sector
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rounding rather than an error. The correct assertion is therefore `>=`, not
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equality — asserting equality would truncate the tail of a level.
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4. **Level id equals container index on 26 of 27 levels.** `LEVEL21.WAD`
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reports **id 30**.
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## Level ids are not file order
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Point 4 matters enough to state separately. `LEVEL21.WAD` has `id = 30`, so the
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container's position in the directory is not the level's identity. Some level
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was cut from the disc and its number is not reused, leaving a gap.
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Anything that keys off file order — a save slot, a planet select screen, the
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moby class table — would silently mislabel that planet. Use the header's `id`.
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The ISO filesystem also sorts names alphabetically, so `LEVEL10.WAD` precedes
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`LEVEL2.WAD`. Tests and tools that care about order must sort numerically.
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## Chunk descriptors
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`0x30..0x60` holds three `{offset, size}` pairs in sector counts, following the
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named extents. They are populated on 6 levels (1, 2, 4, 7, 8, 11, 19, 20 — of
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which some are the trailing-data levels) and zero elsewhere. Their contents are
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not yet identified.
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## Not yet parsed
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- **`data`** — the geometry. This is the next target and where the visible
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level comes from: tfrag terrain, tie instances, shrub foliage, moby classes,
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sky shells and textures.
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- **`gameplay`** — begins `WAD` + a per-level id byte + a count, and behaves
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like an LZ77 stream but does **not** decode with the WAD decoder (all 27
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levels fail with "adjacent literal packets", which the format forbids). It is
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a different compression, or a different framing. Recorded in
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[`../plan/level-assets.md`](../plan/level-assets.md).
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- **`sound_bank`** — begins with `SBlk` at `+24` and `DAW` at `+36`; both
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signatures are present in all 27 levels.
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- **`occlusion`** — 2 to 25 sectors. Small enough to read fully.
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## Provenance
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The header layout matches the `GcUyaLevelWadHeader` structure documented by the
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Wrench project (<https://github.com/chaoticgd/wrench>, GPLv3). **No Wrench code
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is copied** — see `PROVENANCE.md`. The structure here is written from the
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specification and every field is verified against all 27 levels on this disc.
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The two facts that the documentation does not state — the sector-count sizes and
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the `LEVEL21` id divergence — were measured here.
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# Level assets
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Phase 2 work record. What has been established about the four extents inside
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each `LEVEL<n>.WAD`, and what remains.
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## Done: the container header
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`crates/gc-formats/src/level_wad.rs` parses the 0x60-byte header on all 27
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levels and names the four extents. See
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[`../formats/level-wad.md`](../formats/level-wad.md) for the layout and the
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measured invariants.
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Two facts worth carrying forward:
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- **Sizes in this header are sector counts**, unlike the generic `G/*.WAD` pair
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table where they are byte counts. Both are on the same disc.
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- **`LEVEL21.WAD` reports level id 30.** Container order is not level identity.
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## `gameplay`: a compression we have not identified
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This is the one genuinely puzzling result so far, and it is worth recording in
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full because the next attempt will otherwise repeat the work.
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The extent begins:
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```text
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offset 0 57 41 44 "WAD"
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offset 3 79 0d 0a 0d <- varies per level
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offset 4+ <payload>
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```
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The variation is the tell. For the LZ77 WAD container the fourth byte is part of
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a 32-bit little-endian length; here byte 3 differs per level (0x79, 0x3a, 0xd8,
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0xa9, ...) while byte 4 is a small count (13, 88, 13, 105, 163, ...) and bytes 6
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and 7 are always zero.
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**Attempt: treat it as the known WAD LZ77 stream.** Decoded all 27 levels with
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the decoder in `wad.rs`, starting after an 8-byte header. Every one produces
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plausible output for the first packet — `0000 0000 0000 0750 0100 0020 2b0c...`
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looks like real level data — and then fails on all 27 with "adjacent literal
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packets", which the format's encoder never emits.
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A uniform failure on all 27 inputs means the input is wrong, not the decoder.
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Ruled out:
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- **Bit order.** The WAD container is a flag-byte packet stream, not a bit
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stream, so no ordering applies. Both orderings fail identically.
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- **Header length.** Tried 8 bytes. A different skip would not fix a failure
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that occurs uniformly in the first few packets.
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- **The WAD format at all.** The first packet (flag `0x00`) decodes cleanly as a
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literal run of 18 bytes, which is *why* it looks plausible, but the run
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immediately after breaks the format's own rule. Whatever this is, it is not
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WAD LZ77.
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Next to try, in order of cheapness:
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1. Whether the payload is uncompressed and the header is a table. `(len - 8)`
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is 196..497 across the levels and divides by neither 8 nor a plausible stride,
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which argues against a flat pair table — but a *variable-length* table
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(counts of counts) fits that range.
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2. Whether byte 4 is an entry count and bytes 5.. are records of a fixed but
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non-obvious width.
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3. Whether the LZ77 variant differs only in the "adjacent literals" rule.
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None of these is expensive to test; each is a few lines against all 27 levels at
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once. The right move is to write a throwaway script that tries many hypotheses
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across all 27 and reports which produce self-consistent results — the approach
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that worked for the container pair table, where "does this hold on every level"
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was the discriminator that the sector/byte ambiguity failed.
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## `sound_bank`: signatures found, structure unknown
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```text
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+0x18 "SBlk" present in all 27 levels
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+0x24 "DAW" present in all 27 levels
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```
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Sizes 458..833 bytes. Too small to be the level's audio; likely an index into
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the global `AUDIO.WAD`.
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## `occlusion`: smallest, and unread
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2 to 25 sectors. Small enough to dump whole and stare at.
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## `data`: the real target, untouched
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6,484 sectors on level 0, down to 2,102 on level 24 — 4.2 to 21.9 MB. This is
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the level's geometry and the largest thing in the container. Next target.
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What is known from the community reference and from Insomniac's engine family:
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it splits into four geometry subsystems — `tfrag` (terrain fragments),
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`tie` (instanced environment structures), `shrub` (foliage) and `moby` (dynamic
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actors) — plus sky shells, collision data and textures. ReRAC's documentation of
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the equivalent structures in the first game is the closest reference available,
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though R&C2's spherical worlds change how they are used.
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## Order of work
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1. `gameplay` — smallest, fully bounded, and the format is identified enough to
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make progress. A win here validates the approach before the large effort.
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2. `occlusion` — tiny.
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3. `sound_bank` — small.
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4. `data` — the large one, and the one that decides whether anything renders.
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Doing the small extents first is not just convenience: each one is a contained
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reverse-engineering problem that either resolves or tells us something, whereas
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`data` will keep producing ambiguous readings until we have something to check
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them against.
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## Method note
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Every format question this phase has been settled the same way: write the
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hypothesis, test it against **all 27 levels at once**, and require an invariant
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that holds everywhere. The sector/byte ambiguity in Phase 1 survived because it
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happened to be correct on the one container checked by hand. The level header
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was fixed in a single pass because the tiling check failed immediately on
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levels 1, 2, 4, 7, 8, 11, 19 and 20.
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+24
-3
@@ -16,7 +16,10 @@ early, while they are still cheap to retire.
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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: 5,135 files, 4,500,106,960 bytes, every
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one of the 92 asset containers parsing.
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- [ ] Phase 2 next: the asset format parsers.
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- [x] **Phase 2 started.** The level container header is parsed and typed, which
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names the `data`, `sound_bank`, `gameplay` and `occlusion` extents inside
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each of the 27 level containers.
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- [ ] Phase 2 next: the `gameplay` extent, then `data`.
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The disc being the exact build the reference projects pin is the single
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biggest favourable fact so far: no disc conversion, no regional timing work,
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@@ -85,8 +88,26 @@ failing, which is the failure mode worth guarding against.
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disc data.
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Phase 1 hands over the extents; this phase works out what each one contains.
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`global_wad.md` records which pair in each container corresponds to which asset,
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and that table starts empty.
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**Done so far:**
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- [x] `level_wad.rs` — the 0x60-byte header on all 27 level containers, naming
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four extents plus three chunk descriptors. Verified: extents tile each
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container in file order (27 of 27).
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- [x] Two facts the format documentation does not state, both measured here:
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sizes in this header are **sector counts** where the generic `G/` table
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uses byte counts, and **`LEVEL21.WAD` reports level id 30**, so container
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order is not level identity.
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**In progress:**
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- [ ] `gameplay` — begins `WAD` + a per-level byte, and does *not* decode with
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the WAD LZ77 decoder. All 27 levels fail identically, so the input is
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wrong rather than the decoder. Ruled out: bit order, header length, the
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LZ77 framing. Hypotheses queued in `plan/level-assets.md`.
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- [ ] `occlusion` — 2 to 25 sectors, small enough to read whole.
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- [ ] `sound_bank` — `SBlk` and `DAW` signatures found in all 27.
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- [ ] `data` — the large one: 4.2 to 21.9 MB of geometry per level.
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- [ ] `tfrag` — terrain: LOD chains, strips, morph targets
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- [ ] `tie` — instanced environment geometry, fat vertices
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