Most of the chunk container is level-independent: 65 of 74 signatures
Comparing every chunk record against the same record index in the other 26
levels, across all 74 signatures:
65 of 74 every record byte-identical in all 27 levels
9 of 74 level-specific
0 ragged no signature appeared with different record counts per level
The nine that vary:
[5d 44 13] [75 42 ef] [7f 44 ee] [82 c4 2f] [96 c3 37]
[a2 44 a5] [c6 c3 ef] [df c3 ea] [f3 c4 b9]
This reframes the container. 65 of 74 chunk types are static tables the game ships
unchanged in every level -- constants and lookups, not level content. The largest
by record count are all in that group: [38 c4 7e] stride 328 with 90 records per
level, [a9 c4 d8] stride 308 with 90, [3d c4 9e] stride 368 with 77.
The consequence is about method, and it is worth being blunt about. For a
level-specific type, comparing levels is the strongest lever available: a field
that moves with the level is identifiable by correlating it with something known.
For the other 65 there is nothing to compare -- one copy of the data, repeated 27
times -- so they must be decoded structurally, from what the bytes are. A future
decoder that reaches for per-level comparison as its first tool will find it
useless on the majority of the container.
[75 42 ef] is both level-specific AND the one signature with three strides. A
type that is both variable-length and level-varying is the most informative one
here, and is where per-type field decoding should start.
How this was found, including the wrong turn:
The first look at [53 c4 6c d7 9a 43] (stride 108) showed 45 of 108 byte positions
varying WITHIN a chunk and 810 records all distinct -- which reads like per-record
data. Counting distinct values per u32 slot across all 810 records contradicted
that: 29 to 30 distinct values across 27 levels, i.e. about one per level.
Both readings were wrong because they measure different things. The 45 positions
vary between records within a level; the u32 counts were low because the same 30
values recur in every level. Comparing record i across levels settled it: all 30
records are byte-identical in all 27 levels, and zero byte positions vary across
levels.
Had the u32 distinct counts been the only measurement, the conclusion would have
been "one value per level" -- the opposite of the truth, describing a per-level
parameter table that does not exist. The within-chunk and across-level views had
to be taken together to get a true one.
Asserted in most_chunk_signatures_are_level_independent. 242 tests, clippy clean.
This commit is contained in:
@@ -4327,3 +4327,90 @@ fn chunk_record_stride_is_four_byte_aligned_and_uniform_per_signature() {
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"the variable signature's stride count moved"
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);
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}
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/// Most of the chunk container is **level-independent**: 65 of its 74 signatures
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/// carry records that are byte-identical in all 27 levels.
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///
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/// That reframes the format. These are static tables the game ships unchanged in
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/// every level -- lookups and constants -- not per-level content. Decoding them
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/// gets no help from comparing levels, because there is nothing to compare;
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/// they have to be read structurally. The 9 level-specific signatures are the
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/// ones worth attacking first for actual per-level data.
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#[test]
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fn most_chunk_signatures_are_level_independent() {
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require_disc!();
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let data = std::env::var_os("GC_EXTRACTED")
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.map(PathBuf::from)
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.unwrap_or_else(|| {
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let home = std::env::var("HOME").unwrap_or_else(|_| ".".to_string());
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PathBuf::from(home).join("Documents/gc-extracted")
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});
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if !data.exists() {
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eprintln!("skipped: unpack the disc first");
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return;
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}
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use gc_formats::chunks::{chunk_region_start, parse_all_chunks};
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use gc_formats::level_core::LevelCoreHeader;
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use std::collections::BTreeMap;
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/// signature -> (per-level record lists, total records)
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type SigLevel = (Vec<Vec<Vec<u8>>>, usize);
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let mut sig: BTreeMap<Vec<u8>, SigLevel> = BTreeMap::new();
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for lv in 0..27usize {
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let (Ok(idx), Ok(core)) = (
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std::fs::read(data.join(format!("level{lv}/core_index.bin"))),
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std::fs::read(data.join(format!("level{lv}/core_data.bin"))),
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) else {
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continue;
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};
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let _ = LevelCoreHeader::parse(&idx).expect("core header");
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let scan = chunk_region_start(&core, 0)
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.or_else(|| chunk_region_start(&core, 0x1000))
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.unwrap_or(0);
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let Ok(found) = parse_all_chunks(&core[scan..]) else {
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continue;
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};
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for rc in found {
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let e = sig
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.entry(rc.chunk.header[..6].to_vec())
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.or_insert_with(|| (Vec::new(), rc.records.len()));
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e.1 += rc.records.len();
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e.0.push(rc.records.iter().map(|r| r.to_vec()).collect());
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}
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}
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assert_eq!(sig.len(), 74, "chunk signature count moved");
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let mut shared = 0usize;
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let mut specific: Vec<String> = Vec::new();
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let mut ragged = 0usize;
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for (k, (lvls, _)) in &sig {
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let counts: Vec<usize> = lvls.iter().map(|l| l.len()).collect();
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if counts.windows(2).any(|w| w[0] != w[1]) {
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ragged += 1;
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continue;
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}
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let n = counts[0];
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let identical = (0..n).all(|i| lvls.iter().all(|l| l[i] == lvls[0][i]));
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if identical && n > 0 {
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shared += 1;
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} else {
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specific.push(format!("{:02x?}", &k[..3]));
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}
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}
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let n_sig = sig.len();
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eprintln!(
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"chunk signatures: {shared}/{n_sig} byte-identical across every level; \
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{ragged} ragged; level-specific: {}",
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specific.join(" ")
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);
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assert_eq!(
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ragged, 0,
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"a signature appeared with different record counts per level"
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);
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assert_eq!(shared, 65, "the shared/level-specific split moved");
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assert_eq!(specific.len(), 9, "level-specific signature count moved");
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}
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@@ -2336,3 +2336,54 @@ look like a layout and would otherwise be rediscovered and over-read.
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Neither of these decodes any record's *fields*. What is now settled is the
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shape the decoder has to handle: uniform stride per type, 4-byte aligned, with
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one named exception carrying three strides.
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## Most of the chunk container is level-independent
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Comparing every chunk record against the same record index in the other 26
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levels, across all 74 signatures:
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65 of 74 signatures: every record byte-identical in all 27 levels
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9 of 74 signatures: level-specific
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0 ragged -- no signature appeared with different record counts per level
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The nine that vary:
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[5d 44 13] [75 42 ef] [7f 44 ee] [82 c4 2f] [96 c3 37]
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[a2 44 a5] [c6 c3 ef] [df c3 ea] [f3 c4 b9]
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This reframes the whole container. **65 of 74 chunk types are static tables the
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game ships unchanged in every level** -- constants and lookups, not level
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content. The largest by record count are all in that group: `[38 c4 7e]` at
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stride 328 with 90 records per level, `[a9 c4 d8]` at 308 with 90, `[3d c4 9e]`
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at 368 with 77. Each contributes the same bytes to all 27 levels.
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The practical consequence is about method. For a level-specific type, comparing
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levels is a powerful lever: a field that changes with the level is identifiable
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by correlating it with something known. For the other 65 there is nothing to
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compare -- there is one copy of the data, repeated 27 times -- so they have to be
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decoded structurally, from what the bytes *are*, not from how they vary. Any
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future decoder that reaches for per-level comparison as its first tool will find
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it useless on the majority of the container.
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`[75 42 ef]` appears in the level-specific list, and it is also the one signature
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with three strides. A type that is both variable-length and level-varying is the
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most informative one in the container, and is where per-type field decoding should
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start.
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### How this was found, and the near-miss before it
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The first look at one signature (`[53 c4 6c d7 9a 43]`, stride 108) showed 45 of
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108 byte positions varying *within* a chunk, and 810 records all distinct --
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which reads like per-record data. Counting distinct values per `u32` slot across
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all 810 records contradicted that immediately: 29 to 30 distinct values across 27
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levels, i.e. roughly one per level.
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Both readings were wrong, and the resolution is that they measure different
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things. The 45 positions vary *between records within a level*. The u32 distinct
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counts were low because the same 30 values recur in every level. Comparing record
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*i* across levels settled it: **all 30 records are byte-identical in all 27
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levels**, and zero byte positions vary across levels.
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Had the u32 distinct counts been the only measurement taken, the conclusion would
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have been "one value per level" -- which is the opposite of the truth, and would
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have described a per-level parameter table that does not exist.
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+7
-1
@@ -471,7 +471,13 @@ Phase 1 hands over the extents; this phase works out what each one contains.
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The exception is pinned: `[75 42 ef f2 71 b5]` at strides `{76, 92, 104}`.
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Asserted including the exception, so "every type is uniform" cannot rot.
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A per-type layout found for one type (48 bytes of data then 60 permanently
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zero) does **not** generalise -- 0 of 9 types fit that shape. The body
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zero) does **not** generalise -- 0 of 9 types fit that shape.
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**65 of the 74 signatures are byte-identical in all 27 levels** (9 are
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level-specific, 0 ragged), so most of the container is static game tables
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rather than level content -- asserted. Consequence for method: the 65
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cannot be decoded by comparing levels, because there is nothing to compare.
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`[75 42 ef]` is both level-specific *and* the three-stride type, so it is
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where per-type decoding should start. The body
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is dense (74% of `f32` reads plausible against a 49% random control) with
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an index-like tail -- 12 of 163 `u16` slots in the largest type stay below
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`0x1000` -- but **no count field** exists in the first 64 body bytes at any
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