Parse the level core class tables: moby, tie and shrub

These were ruled out for want of an entry size. The size is knowable
exactly, because each table ends precisely where the next begins:

  moby  238 entries at   192, 32 bytes:  192 + 238*32 =  7808 = tie's
  tie    74 entries at  7808, 32 bytes: 7808 +  74*32 = 10176 = shrub's
  shrub   7 entries at 10176, 48 bytes: 10176 +   7*48 = 10512 = textures

That closes on 27 of 27 levels, which is what makes it evidence rather
than a coincidence: any wrong entry size breaks the chain immediately.
It is the same "does this hold on every level" discriminator the project
already uses for the container pair table.

Across the disc: 5,796 moby, 1,864 tie and 358 shrub classes, plus the
1,595 tfrag textures. Class entries are 32 bytes -- asset offset, class
number, two unknown words and 16 bytes of texture slots -- and a shrub
entry adds 16 bytes of billboard slots for 48.

The header now decodes through to the texture tables rather than
skipping 0x18..0x30 wholesale, which also recovers the moby, tie and
shrub texture ranges. Two more pairs sit between shrub textures and the
textures base offset.

Two things worth recording. ClassEntry::parse read its 16 texture bytes
before its four i32s, because the struct literal that uses them comes
after the loop that advances the cursor -- so every entry was parsed
backwards. Struct literal field order does not reorder the reads that
already happened. And every shrub class on level 0 carries all-zero
billboard slots, so the dimensions are optional rather than something
worth asserting on.

This is the third instance of the same failure shape. The gameplay
extent was "an unidentified compression" because it was parsed
compressed; the tfrag record framing was "unrecoverable" because the
entry size was never known. Both looked like properties of the format
and were properties of the question.

Also records that point lights are a runtime feature rather than missing
work: every one of the 18,102 patches has point_lights == 0xffff and the
eight-slot bank is filled by gameplay, so there is nothing for them to
light in a static level render.

And that PCSX2 is not installed, so the comparison loop cannot be built
yet -- which is why lighting magnitudes stay unverified.
This commit is contained in:
2026-10-10 03:44:47 +02:00
parent b8b4a1a3d3
commit e1105543e4
4 changed files with 313 additions and 14 deletions
+6 -8
View File
@@ -142,14 +142,12 @@ Phase 1 hands over the extents; this phase works out what each one contains.
- [x] `data` — the extent header locates `core_index` and `core_data`; the
geometry decompresses and is verified on level 0.
- [ ] `core_index` class tables — the header base is confirmed (the compressed
and decompressed sizes of `core_data` sit at the same offsets in all 27
levels), and every offset lands inside `core_data`. But the class-table
fields do not decode under any field order or stride tried. Ruled out and
written up in `plan/level-assets.md`. Identifying `tfrag` by its own
structure instead, which is what the note suggested, worked: tfrag,
texture and lighting data are all parsed. The class tables themselves
remain unread.
- [x] `core_index` class tables — moby, tie and shrub. They were ruled out
for want of an entry size, which is knowable exactly: each table ends
precisely where the next begins, and that chain closes on 27 of 27
levels. 32 bytes per moby/tie entry, 48 per shrub. Across the disc:
**5,796 moby, 1,864 tie, 358 shrub classes**. Identifying `tfrag` by its
own structure is what led here.
- [x] `occlusion` and `sky` offsets located and their first bytes read.
- [x] Region layout of `core_data` established: tfrag, occlusion, sky, collision
and `textures_base` are offsets, strictly increasing on all 27 levels.