The GS TEX0 register set, and why TBP0 is region-relative
Picking up "the GS register set the level load builds from the texture entry" from level-assets.md, for a renderer that emulates the GS rather than resolving texture addresses on the host. gc_formats::gs gains tex0_of (TBP0, TBW, TW, TH, PSM), texture_slot_bytes and clut_base. Three measurements back them, over all 27 levels and 1,595 textures. Every dimension is a power of two: 1,595 textures, zero exceptions, in four classes -- 128x128 (1,249), 64x64 (303), 256x256 (22), 32x32 (21). The GS addresses textures by exponent, so TW and TH are log2 of the dimensions, and a texture that was not a power of two could not be addressed at all. That the whole population is one is the measurand for the decode. TBP0 is region-relative. 19 of 27 levels have a textures_base only 64-byte aligned -- mod 256 reads 0, 64, 128 or 192 -- while every entry's own data_offset is 256-aligned on all 1,595. A base pointer computed from core_data would therefore not be a whole number of 256-byte blocks on those levels. The first version of tex0_of took textures_base + data_offset and rejected 1,168 of 1,595 textures for exactly this reason, which is how the finding surfaced. The slot is level 0 plus one mip level: the stride between consecutive entries is w*h + (w/2)*(h/2) on 1,560 of the 1,564 ascending gaps -- 32x32 gives 1,280, 64x64 gives 5,120, 128x128 gives 20,480, 256x256 gives 81,920. One byte per texel. `ty` reads 3 on all 1,595, so it is not the stored level count. Four gaps break the rule and four more run backwards. Both are reported as bounded exceptions rather than folded into an average: the four ascending outliers are 712,960 to 1,064,960 bytes, two orders of magnitude past any slot the game allocates, so they are boundaries the slot rule does not describe rather than slots that came out different. The four reverse gaps mean the table is not sorted by data_offset, which a consumer walking the region in table order would trip over. The CLUT address is the established palette * 0x100, restated as clut_base because a GS emulator asks for it as TEXCLUT's CBP. Still open after this: TEXCLUT's own fields, MIPTBP1/2 wiring, and how the ad-gifs' A+D values relate to this base. Suite with the disc: 70 disc tests, 160 gc-formats, 22 gc-trace, 23 gc-engine, 19 gc-game. Clippy clean.
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@@ -2570,7 +2570,46 @@ correct stride, which is not yet known. The LOD1/LOD2-sharing test
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(96.1% same class against 0.4% different) remains the strongest evidence that
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the first slots are positional, and it is insensitive to stride.
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## The tfrag clip cube is at `+0x38`, and `+0x2e` is the mini-sphere array
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## The GS texture register set, and why TBP0 is region-relative
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**Range measured:** all 27 levels, **1,595 level textures**.
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`gc_formats::gs` gains the TEX0 register a GS emulator needs, decoded from a
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texture entry: `tbp0`, `tbw`, `tw`, `th`, `psm`, plus `texture_slot_bytes` and
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`clut_base`. Three measurements back the decode.
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**Every dimension is a power of two.** 1,595 textures, **zero** exceptions, in
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four classes: 128x128 (1,249), 64x64 (303), 256x256 (22), 32x32 (21). The GS
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addresses textures by exponent, so TW and TH are `log2` of the dimensions and a
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texture that was not a power of two could not be addressed at all. That the
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whole population is one is the measurand for the decode.
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**TBP0 is region-relative, not data-relative.** 19 of the 27 levels have a
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`textures_base` that is only 64-byte aligned -- mod 256 reads 0, 64, 128 or 192
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-- while every entry's own `data_offset` is 256-aligned on all 1,595. So a base
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pointer computed from `core_data` would not be a whole number of 256-byte blocks
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on those levels. The loader uploads the texture region to a GS-aligned base and
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the pointer counts from there.
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**The slot is level 0 plus one mip level.** The stride between consecutive
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entries is `w*h + (w/2)*(h/2)` on 1,560 of the 1,564 ascending gaps: 32x32 gives
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1,280, 64x64 gives 5,120, 128x128 gives 20,480, 256x256 gives 81,920. The
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game stores the base image and one mip, at one byte per texel. `ty` reads **3 on
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all 1,595**, so it is not the stored level count -- naming what it is instead of
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calling it a mip count is the point.
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Four gaps break the rule, and four more run backwards. They are reported as a
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bounded exception rather than folded into an average: the four ascending
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outliers are 712,960 to 1,064,960 bytes, two orders of magnitude past any slot
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the game allocates, so they are boundaries the slot rule does not describe
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rather than slots that came out different. The four reverse gaps mean the table
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is not sorted by `data_offset`, which is itself worth knowing -- a consumer that
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walks the region by table order would visit it out of sequence.
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The CLUT address is the established `palette * 0x100`, restated as
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`clut_base` because a GS emulator asks for it as TEXCLUT's CBP.
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## The tfrag clip cube is at `+0x38`, and `+0x2e` is the mini-sphere array## The tfrag clip cube is at `+0x38`, and `+0x2e` is the mini-sphere array
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**Range measured:** level 0, all 833 tfrag headers.
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@@ -709,9 +709,15 @@ the fidelity rule.
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- **Point lights.** The directional pass runs; `point_light_vertex` and its
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`r^2 - |p - L|^2` cull test are not written, and they are the one part of
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the lighting that *is* distance-dependent.
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- **The GS register set** the level load builds from the texture entry
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(TBP0/TBP1 and so on), for a renderer that emulates the GS rather than
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resolving texture addresses on the host.
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- ~~**The GS register set**~~ **Partly settled 2026-10-14.**
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`gc_formats::gs::tex0_of` decodes TEX0 (TBP0, TBW, TW, TH, PSM) from a texture
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entry, verified over all 1,595 textures on all 27 levels: every dimension is a
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power of two, so the exponent fields are exact, and TBP0 is **region-relative**
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because 19 of 27 levels have a `textures_base` only 64-byte aligned.
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`texture_slot_bytes` is `w*h + (w/2)*(h/2)` -- level 0 plus one mip -- on
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1,560 of 1,564 ascending gaps, with four bounded exceptions. Still open: the
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**TEXCLUT** register (the CLUT's CBP/CSA/CSM), MIPTBP1/2 wiring, and the
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A+D values the ad-gifs carry relative to this base.
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- **The guard-band clip test** that sends patches crossing the guard band to
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the clipping program. The geometry side is now in place -- the 8-corner clip
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cube at header `+0x38` is parsed and tested (`core-data-regions.md`, the
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