1f903efe23c63db1dbcdc1ed8f0667c77f649b8d
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Commits
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1f903efe23 |
An external decomp turns two overlay constants from measured into named
OpenRAC/rac2-gc-decomp is the same disc as ours, verified rather than assumed:
ours 3,828,350,976 9db2e33e...b1ce5
theirs 3,828,350,976 9db2e33e...b1ce5
Vendored read-only under vendor/ (already gitignored) and added to PROVENANCE.
It names two constants this parser had measured but never explained:
* overlay.bin +0x00 = 1,735,808 = 0x1A7C80, the .lit load base. It is constant
across all 27 levels because every level's literal section loads at the same
address. So the first header word is the load base of the section the file IS,
which also establishes that overlay.bin is that section -- it holds both code
and the debug string pool. $gp = 0x1AEFF0 comes with it, and that closes the
roadmap's open "$gp for this game" item.
The program around it is seven sections -- .lit .bss .data vtbl camvtbl sndvtbl
.text -- which is precisely the "seven-section parser and relocation" Phase 3
item for this format. Known target now rather than a guess.
I then tested the obvious follow-up and it is wrong: if +0x00 is the .lit load
base, +0x0c ought to be the .lit size. It is SMALLER than the file on 16 of 27
levels, by up to 8.9% (level11: file 3,151,128 vs 2,870,792). Excluded by sign,
not by a near miss. Still unnamed.
Collision: still blocked, but no longer blocked on tooling. The decomp names
Camera_CollPrimTest(void *prim, void *grid) without decompiling it, so the cell
layout is not handed over. What it does supply is $gp, and that is enough to
start. "Camera_CollPrimTest WARNING! - grid out of bounds! (RAR)" is at
overlay+0xd18, the only copy in the file, so:
string overlay+0xd18 -> RAM 0x1a8998; delta to $gp -0x6658; $lo 0x99a8
MIPS puts the $lo half in bytes 1..3 of a 4-byte instruction. Searching the whole
overlay instruction-aligned gives exactly ONE hit:
0x354cc8 (overlay+0x1ad048)
One occurrence in 2.75 MB of code is unambiguous: that is the instruction
materialising the assert string, and its enclosing function is
Camera_CollPrimTest. That is the route in, and it needs no symbols.
tools/overlay-anchors does this step, dependency-free. I started this with
capstone for the disassembly proper and dropped it: capstone 0.14 does not
re-export Mode/Endian from a public path, and an excluded-from-the-workspace
native dependency is a poor trade for a step that does not need one yet. The
anchor search is pure byte work, so it is pure Rust. No native dependency is
added anywhere, and the tool is an ordinary workspace member.
Surveyed the rest of that project against our open items: no volume structures,
no tie vertex layouts, no SBlk/DAW fields, no wavelet tables. It is a guide to
the code, not a replacement for reading it.
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26a0918178 |
Gate the PCSX2 claims as tests; two corrections fall out of writing them
The audit two commits ago listed three claims as "not assertable here -- needs a
savestate". With PCSX2 running they are assertable, so they now are. gc-trace
already exposed gc_trace::Savestate::ee_ram_owned(); gc-extract just needed it as
a dev-dependency. Both tests are gated on GC_SSTATE and skip cleanly without it,
so a normal checkout pays nothing.
Writing them corrected two claims, which is the main reason they were worth
writing as tests rather than staying prose.
1. The collision payload is NOT "byte-for-byte identical". The original claim
rested on a 4 KiB probe; the test compares the whole 903,248-byte payload:
payload 903,248 bytes at RAM 0xac6800
first difference +0xdc82c, i.e. 903,212 bytes in
bytes that differ 6 (0.00%)
903,212 of 903,248 bytes are verbatim and 6 are not, all in the final 36.
"Verbatim" was an overclaim on a probe that never looked at the tail. The test
now measures the whole payload and reports the extent, asserting only that the
divergence is beyond the head.
2. The tfrag relocation base is the TABLE address, not the block base. The delta is
8,683,584 = 0x848040 = block base 0x848000 plus table_offset 0x40 -- which is
exactly what TfragHeader::data's own documentation says, "relative to the
table". The earlier claim said "the block's RAM base", off by exactly the table
offset.
Also: +0x10 and +0x38 do NOT share one constant. The aggregate "1,665 fields
relocate by one constant" was true only because +0x10 carried it; lumping them
hid that. The test asserts +0x10 and REPORTS +0x38's delta rather than assuming.
The patch-rewrite figures also restated on aggregate rather than median, which is
why they read lower than the 7.80%/8.12% medians recorded earlier:
patch bytes rewritten -- cannot morph 1.9% of 334, can morph 2.1% of 499
Same conclusion, stated on a total instead of a per-patch median, and asserted to
within 3 percentage points of each other.
Net: the audit table in docs/formats/core-data-regions.md now has no "prose only"
rows for disc-or-savestate-readable claims.
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ed3e85a0f2 |
Refine the tie texcoord finding: it is i16[3]'s HIGH byte that selects
The previous commit said i16[3] selects the texcoord encoding. That was right but loose -- it is specifically the HIGH BYTE, and the low byte is a separate thing. Grouped by the high byte across the same 95,612 vertices on levels 0-2: i16[3] high byte n % / 16 % / 256 0x00 89,341 92.0% 91.8% 0x03 5,344 0.0% 0.0% 0x04 71 0.0% 0.0% 0x40 58 5.2% 0.0% 0x02 47 2.1% 2.1% 0x19, 0x05, 0x20, ... the remaining 73 A high byte of zero is the ordinary case -- 89,341 of 95,612, 93.4% -- at 92%. EVERY other high byte scores at or near zero. The split is on the byte, not on the value: i16[3] of 1 and of 771 differ only in the high byte and behave completely differently. Within the all-zero case there is a third distribution: i16[3] == 0 exactly (5,851 vertices) scores 62% at 16 and 61% at 256, against 92% for 1..255. So three cases, selected by the high byte and then the low: high 0x00, low 0x00 5,851 a third distribution, 62% at 1/16 high 0x00, low 1..255 83,490 the ordinary case, 92% at 1/4096 high non-zero 6,271 0%, an encoding this reading does not see The 6,271 matches the figure quoted last commit for "vertices using an encoding this reading does not see", and the two group counts sum consistently with the committed test's 95,612 -- so this refines the finding rather than changing it. A measurement trap worth recording: the all-zero case is a SUBSET of high byte 0x00, so summing the per-high-byte groups double-counts it. An intermediate total came out at 100,792 against the true 94,941 for those groups; the committed test's figure is the one to trust. |
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e27c40e738 |
Explain the tie texcoord residual: i16[3] selects the encoding
The texcoords are 12-bit fixed on 82.5% of vertices, not 100%, and the residual had no explanation. Grouped by the vertex's i16[3] slot across 95,612 vertices on levels 0-2, the buckets separate completely: i16[3] n % / 4096 % / 256 negative 333 1.2% 1.2% == 0 5,851 29.2% 60.7% 1..63 28,884 92.7% 94.3% 64..255 54,606 92.3% 93.8% 256..511 8 0.0% 0.0% 512..1023 5,391 0.0% 0.0% >= 1024 539 0.2% 0.2% The residual is fully accounted for. 87.3% of vertices sit in 1..255 at about 92.5% fixedness, contributing 0.873 * 0.925 = 80.8 points; the 5,851 at i16[3] == 0 contribute 1.8 more. That is the 82.5% measured, to the point. The remaining ~6% are not 12-bit fixed at all. i16[3] >= 256, and negatives, score 0% at BOTH 4096 and 256 -- 6,271 vertices in an encoding this reading does not see. And i16[3] == 0 scores 29.2% at 4096 but 60.7% at 256, which is a third distribution rather than a weaker version of the same one. What this establishes: i16[3] is a per-vertex packed attribute whose value SELECTS HOW the texcoord pair is stored, rather than an independent field sitting beside the texcoords. 1-255 is the ordinary case, 0 is special, 256-and-up and negatives are a different encoding. What those three cases MEAN is still open -- texture index, normal index, flag or a combination -- but it is now a field whose role is known, which is more than "packed word". Worth noting the shape of the claim this replaces: "the texcoords are 12-bit fixed at i16[4]/i16[5], 73.6% of the time, unexplained". The field position was right; the 73.6% was a population average over three encodings. Partitioning by the one variable that separates them turns a mystery into a lookup -- rule 3a again, and the third time this session that partitioning a mystery produced the answer rather than merely bounding it. |
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3ee0b3d0dc |
Disprove that morphing causes the tfrag byte changes: LOD selection does
Read the whole tfrags block from RAM -- 4,379,200 bytes at 0x848000 -- and compared
every one of the 833 patches against its disc copy, grouped by whether it CAN morph:
patches with NO morphing entries 334 differing: max 10.59%, median 7.80%
patches WITH morphing entries 499 differing: max 10.49%, median 8.12%
patches 100% identical to disc 0/334 and 0/499
The two groups are indistinguishable. Morphing is NOT what changes the bytes, and
this disproofs the claim two commits ago that the 8.6% was "morphed positions with
topology and UVs left verbatim". If it were, the 334 patches with no morphing
entries would be untouched -- and none of them is.
Nor is it a pointer relocation: the differing bytes fall in short structured runs
(257-263, 272-277, 305 on patch 0) whose u32 deltas share no common value.
The explanation consistent with everything measured is that the loader REGENERATES
each patch's VU packet stream for the LOD tier it selected. That happens to every
patch, morphing or not -- and it is why morphing shows no signal.
This also settles the verification route, which the previous commit left as "needs
the camera distance at the savestate". It does not, and no camera distance would
help: this memory image shows the LOD-selected form rather than the morph state,
so there is nothing in it to solve a weight against. Verifying the derivation needs
a captured frame at a known view distance instead.
What is established now, all measured on the full population rather than inferred
from one patch:
- data and cube_ofs are relocated pointers, delta 0x848000, on all 833 records
- every patch's bytes are rewritten, ~8%, by LOD-driven packet regeneration
- morphing is not observable in this memory image
- 833 of 833 patches parse; 499 of 833 have morphing entries; 43,613 vertex-info
entries across the level
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aff977e8c5 |
Correct the tfrag pointer-field claim, and show morphing regenerates VU packets
Two corrections to the previous commit, both from continuing the RAM comparison.
1. The previous commit said the RAM comparison "names two fields the disc-side
work had left as data and an unnamed word". It does not. +0x10 is
TfragHeader::data and +0x38 is TfragHeader::cube_ofs, both already named in the
struct. What RAM adds is that both are POINTERS -- relocated by adding the
block's RAM base -- rather than plain offsets. That is still worth knowing, but
it is not a naming.
2. The previous commit attributed the 8.6% of rewritten bytes to "morphed
positions with topology and UVs left verbatim". That is wrong, and patch 1 shows
why. Comparing 4 KiB, disc 0xdf60 against RAM 0x855f60:
bytes differing 354 of 4,096 = 8.6%
contiguous runs 120
longest run 8 bytes
extent +0xc1 through the end of the window
Patch 1 has 83 positions and 83 vertex-info entries, of which 13 morph. If
morphing rewrote position fields alone, the differing bytes would be a 13/83 slice
of a 498-byte position array -- a couple of dozen bytes in one contiguous region.
Instead 354 bytes differ, spread over 120 short runs across the whole window.
So the loader is not patching positions in place: it REGENERATES the VU packet
stream for the current morph state. That is what morphing is on this hardware --
VU1 GIF packets, not a CPU-side vertex array.
Consequence for verification, and the reason this is worth committing rather than
just noting: the plan of "map RAM vertices to disc indices and solve for the weight"
does not work against this memory image. The positions are inside regenerated
packets, so there is no stable per-vertex correspondence to read a weight out of.
Verifying the morph weight against the original needs the CAMERA DISTANCE at the
savestate, so the weight can be computed from the derivation and compared with the
rendered result, rather than read back out of RAM.
Population figures gathered on the way: 833 of 833 patches parse, carrying 43,613
vertex-info entries; 499 of 833 patches have at least one morphing entry, and
patch 0 -- the first record -- is base-only with none.
Also fixed a measurement error mid-run: I compared patch 1 at disc 0xdf60 against
RAM 0x855f00, off by 0x60, and got "every byte differs". The corrected base is
0x855f60.
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93591a79de |
Verify the tfrag record framing against RAM: two pointer fields, morphed vertices
The tfrags block header -- table_offset 0x40, tfrag_count 833, lod_distance 32.0 -- hits once in the level-0 savestate at RAM 0x848000, so disc offset 0 maps to RAM 0x848000 and the block can be compared position for position. Result 1: exactly two fields per record are rewritten. Comparing all 833 64-byte table records field by field: records compared 833 u32 fields differing 1,665 = 833 x 2, and no others their offsets +0x10 and +0x38, on every record relocation delta 8,683,584 = 0x848000, on 833 of them So +0x10 and +0x38 are block-relative pointers and the loader adds the block's RAM base to each. Every other byte of all 833 records is verbatim. Six fields differ by 0xF80000 and 0x1F00000 instead -- three records pointing into a different buffer, recorded rather than averaged. This names two fields the disc-side work had left as `data` and an unnamed word. Result 2: behind the pointers, about 8.6% of bytes are rewritten. Following record 0's +0x10 to disc 0xd040 / RAM 0x855040 and comparing 16 KiB: 14,977 bytes identical, 1,407 differ = 8.6%. The differences spread across many field positions rather than concentrating, which is what morphed POSITIONS look like -- topology, UVs, counts and command lists stay verbatim while a fraction of the position bytes move. 8.6% is about half of a 16-byte vertex's six position bytes, consistent with roughly half the vertices in this patch mid-morph at the saved camera distance. Not established: that the morphed bytes match resolve_vertex's formula. That needs mapping RAM vertices to disc vertex indices and solving for the weight, which is the next step -- but the framing is now known well enough to attempt it, and the two pointer fields are confirmed rather than inferred. This also answers the "is morphing real?" question that made the earlier tfrags probe fail to match RAM: the tfrags block is not verbatim in RAM, because both its table pointers are relocated and its vertex positions are morphed. |
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6d0c1b6fd1 |
Close out tfrag on the disc side, and fix two stale "not recovered" claims
Picked tfrag morph targets from the open list and found the premise was wrong. There are no morph targets in this format. Morphing is a blend toward the midpoint of the vertex's two PARENT vertices -- g[parent1_position] and g[parent2_position] -- which are other vertices in the same tfrag. The engine implements exactly that in resolve_vertex, and it is covered by morphing_blends_toward_the_parent_midpoint plus morph_weight_runs_from_zero_to_one_across_its_band and collapse_distances_are_the_far_edge_of_each_band. So "morph targets unrecovered" was never a gap; it named a thing that does not exist in the format. Strip bookkeeping is likewise already there: TfragStrip carries vertex_count_and_flag, and tfrag_triangles walks the strip command lists and index arrays to build triangles. That was the other half of the same roadmap entry. Coverage, all passing: 36 tfrag tests, 9 texture tests, 23 gc-engine tests. The real-disc texture test decodes all 1595 level textures, with pixels and mip levels, so the module doc's "not yet recovered: the texel data the texture table points into" is also stale. Two stale claims corrected: 1. crates/gc-formats/src/tfrag.rs said "Not yet recovered: the LOD switch and morph rules in TfragProc, and the texel data the texture table points into. See docs/plan/tfrag.md." The rules are recovered and tested, the texels are decoded, and docs/plan/tfrag.md DOES NOT EXIST -- a dangling reference to a file that was never written. 2. docs/roadmap.md marked tfrag partial with "Still open: morph targets and the strip/chain bookkeeping". Neither is open. The honest replacement for both is what is genuinely not claimed: the LOD switch distances, morph weight and collapse edge are DERIVED from the data -- tiers are classified from the four V4_8 parent arrays, the weight runs zero to one across each tier's band -- but have not been checked against PCSX2 the way the lighting pass was. That is a verification gap, not a parsing gap, and it needs a frame captured at a known view distance rather than more disc-side measurement. |
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d5e637930b |
Show the collision payload is verbatim in RAM, and retract the "not in RAM" claim
This overturns the premise collision work was blocked on. Searching the level-0 savestate for a probe from collision payload +1024 hits at 0xac6c00; a probe from +64 hits at 0xac6840. The difference is 0x3C0 = 960, which is exactly 1024 - 64, so the payload sits at a fixed relative address -- RAM 0xac6800 for the disc address 0x27e800 -- and reading it back is byte-for-byte the disc's own bytes: RAM 0xac6800 0b 00 21 00 b6 08 ad 08 a4 08 6b 08 38 08 63 07 disc 0x27e800 0b 00 21 00 b6 08 ad 08 a4 08 6b 08 38 08 63 07 Nothing is reshaped. That is the opposite of the tie block, where the loader relocates a pointer inside each record. The retraction. The previous note reads: "level 1's 24 x 16 grid dimensions appear in memory, level 0's 11 x 33 appear nowhere, so disc-side decoding has to work against the reshaped form." Level 0's dimensions ARE in RAM, at 0xac6800 -- 0b 00 and 21 00 are the first two bytes of the block, 11 and 33. The search that missed them looked for 0b 00 00 00 21 00 00 00, the dimensions as a pair of u32s. They are stored as two u16s, so that pattern never occurs. So the negative result was an artifact of the search pattern, not evidence about the data -- and it was then used as a premise for several rounds of disc-side work. Both lessons were already written down in AGENTS.md and both were re-learned: a negative from a byte search bounds the search, not the format; and the control here is one command -- read the predicted RAM address and compare it to the disc -- which would have shown the verbatim copy immediately. Also recorded while mapping it: the payload contains ascending u32 offset tables from +1024 onward, and its first two bytes are the grid dimensions, so level 0's grid is 11 x 33. The cell layout itself is still undecoded, but the blocker is gone: disc-side decoding no longer has to work against a reshaped form. |
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180fc27b04 |
Locate the tie texcoord field at i16[4]/i16[5], and rule out the (6,7) artifact
Scoring each adjacent i16 slot pair of the 16-byte tie vertex for 12-bit fixedness over 36,501 level-0 vertices locates the fields: (i16[0], i16[1]) 1.1% not a texcoord (i16[2], i16[3]) 4.8% not a texcoord (i16[4], i16[5]) 73.6% <- the texcoords (i16[6], i16[7]) 76.6% <- the near-constant 4096/0 pair (6,7) scores HIGHER and is not a texcoord. It is the near-constant 4096, 0 pair: 4096 is 1.0 in 12-bit fixed and 0 is zero, so both are trivially multiples of 4096. That is the constant artifact again -- a fixed pair would score 100% anywhere. The field is (4,5), with (0,1) and (2,3) ruled out at 1.1% and 4.8%. The first four slots span the full i16 range with 10,803 to 13,421 distinct values each, so they are neither texcoords nor small fields. The vertex base is confirmed to be vert_ofs alone. Adding the shader or control region makes it worse -- vert_ofs only 73.6% bfc + vert_ofs 69.8% bfc + control_count*control_size + vert_ofs 66.7% -- so the 73.6% residual is not a mislocated base. Worth recording because vert_ofs (3..7) numerically overlaps the shader region (5*shader_count, 5..20 quadwords), which made a combined base look plausible; measurement says the simple one is right. The test asserts (4,5) above 60% and (0,1)/(2,3) below 5%/15%, and names the (6,7) artifact in its failure message so the higher-scoring pair cannot be mistaken for the answer later. |
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35b087c882 |
Establish the tie vertex element is 16 bytes, and correct the roadmap's tie entry
With TieRecord identified as RAC1's TiePacketHeader, each record's leading word points at its packet in the block payload. Following it and stepping vert_size elements from vert_ofs reaches the vertices: 95,612 of them on levels 0-2. Element size settled by comparison, not assumed. Requiring the texcoord pair to be 12-bit fixed -- both words multiples of 4096, which is how 0x1000 = 1.0 reads: element 16 bytes : 78,919 / 95,612 = 82.5% element 8 bytes : 45,661 / 95,612 = 47.8% element 12 bytes : 44,834 / 95,612 = 44.8% Sixteen wins by a factor of 1.7 over the nearest alternative. Observed layout, 8 x i16: the first three slots span the full i16 range with 10,803-13,421 distinct values each; i16[4] and [5] are the texcoords and are both multiples of 4096 on 82.5%; i16[6] reads 4096 on 85.8% and i16[7] reads 0 on 84.0%. Not established: what any field means, and why the texcoord rate is 82.5% rather than 100%. The residual tracks record shape -- (shaders 2, control 7, size 2) hits 60%, (shaders 1, control 18, size 5) hits 89% -- so it is not one bad block but something per-packet this reading does not capture. Worth recording that this is the OPPOSITE of what the disc alone concluded two commits ago. Reading the header word at +0x00 as an element count gave 0 of 922 blocks dividing; it is the byte offset to the payload, so the table it bounds has 16-byte records. The number was right and the reading was wrong, which is what the packet-header identification corrected. The roadmap's tie entry was also stale -- it still said "a 16-byte record is withdrawn", which the packet-header work had already reversed. Rewritten from the commits: both indirections, self-delimiting blocks, the TiePacketHeader identification with its 15,219/15,219 rule, the 16-byte vertex element, and what remains open. A test asserts the element size against both alternatives so the 82.5% figure cannot be quietly replaced by an assumption. |
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54862b64ee |
Identify the tie record as RAC1's TiePacketHeader, and retract a formula
The 16-byte tie record is R&C1's TiePacketHeader offset for offset: a data pointer at +0, then R&C1's byte fields at +4 through +0x10. The identification is not a resemblance but R&C1's own rule -- bfc_distance == 5 * shader_count -- holding on all 15,219 records of all 2,177 blocks on all 27 levels. Measured over the same set, and reported rather than asserted where it is not universal: bfc_distance == 5 * shader_count 15219 / 15219 vert_ofs <= vert_size all scissor_size <= scissor_ofs all control_size <= control_count all color_ofs == vert_size 12640 / 15219 color_ofs == vert_ofs + vert_size 0 / 15219 color_count, strip_count, strip_vertex_count zero 15089 / 15077 / 15078 R&C1's rule for the colour offset holding on none of them is the interesting line: the two games use that field differently, so it is named color_ofs for what this game's majority reads as and the 2,579 exceptions are counted rather than averaged away. TieRecord parses all twelve fields, invariants_hold asserts only the universal four, and the disc test counts the rest. A packet-length formula is withdrawn rather than softened. (vert_ofs + vert_size + scissor_ofs + scissor_size) * 16 was measured at 61 of 61 pairs and is not reproduced on the correct blocks -- 0 of 13,042. The block set was the error, not the arithmetic: the script that produced the 61 read packets[2] where packets[1] was meant, so it measured 461 blocks instead of the 2,177 the class tables define, and the formula agreed perfectly with a population that was not the tie blocks. TieRecord::packet_bytes goes with it, and the retraction is recorded in the format doc and in the struct. That misread also explains why the earlier RAM verification saw different numbers for the two inputs -- same lesson as rule 3, arriving through a wrong subscript instead of a wrong span. |
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4e90c282ad |
Make the tie record relocation a command, and verify it on two levels
The relocation rule from the previous commit was established by a script that lived in a shell history, which means the next person would have had to rediscover it. It is now `gc-trace verify-tie-records <unpacked-dir> <level> <class> <lod> <src>`: resolve the class, parse the block, search the RAM image for the loaded record table, report what it found, and exit 0 only when every record's pointer has become table + word and every field byte is verbatim. Swept over every (class, lod) slot of two levels, from PCSX2 savestates: level 0: 87 slots with a block, 87 verified, 0 mismatched, 61 absent level 1: 104 slots with a block, 104 verified, 0 mismatched, 78 absent So the rule holds on every LOD block of two levels the game had loaded, which is what makes the record layout a finding rather than a reading of one block. Writing the command also caught an off-by-one in the parser it exercises: TieBlockHeader::records started its slice after the 16-byte header, but the header IS the first record -- the table runs from the block start to data_offset, and a block with data_offset 0x50 holds five records, the first being the header itself and its pointer naming where the payload begins. Found because the tool's first run relocated nothing while the same check in a script had passed; the unit test fixture was wrong in the same way and is fixed. Two operational notes now in the format doc: the live emulator is not a stable input (verifying level 1 over PINE matched 104 of 104 while the user was on that planet, and the same command minutes later found no matching copy because they had returned to level 0 -- a miss there is not a counterexample, so the report says "no copy matched" rather than "failed"), and a class index past the table count is an error rather than a mismatch, so a sweep should stop at the level's class count rather than a round number. |
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e6eecb871f |
Decode the tie LOD block: it is a table of 16-byte records
The tie block's word at +0x00 was read as an element count, and the reading failed in a way worth recording: the payload length divided by it is a whole number on 0 of 922 blocks, at any record size and any header up to 512 bytes. That is the correct measurement of the wrong hypothesis -- the word never described the payload. Range measured: every LOD block of level 1 whose word is a non-zero multiple of 16, plus the two read by hand in full. Method: locate each block's record table in PCSX2's RAM by its twelve field bytes, which are the only distinctive 12-byte run in a block, then compare every record against its disc copy. Each block has several copies in RAM, and the one that matches is the loaded one -- checking the first hit is what made the first attempt report 0 of 16. Result: on 16 of 16 blocks, every record's leading word has become table_address + word, and the other twelve bytes are byte-identical to the disc. So a block is [16-byte header][record table][vertex payload], the records are 16 bytes -- a leading u32 pointer plus twelve bytes of fields -- and the header's word at +0x00 is the byte offset from the block start to the payload, that is, the length of the table. That is what the multiple-of-16 was: the table holds 16-byte records. It is never zero because there is always at least the first record, and its 42 distinct values are table lengths. Each record's pointer is relative to the table start, relocated at load to table + word. TieBlockHeader::data_offset and TieBlockHeader::records carry it, bound by the offset, with TieRecord for the twelve field bytes, and the disc test asserts the table is bounded on every block. What the records' fields name and what the payload holds are still open -- the payload is known to be variable-length, float-shaped, not LZ77 and not VIF1. |
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c2af0528e3 |
Correct the chunk loader finding and decode a record field
The loader note said every record gains a 02 00 prefix in RAM. It does not: the word is the record's own leading field, already on the disc at every record. What the loader changes is the pointer -- it addresses the word, two bytes earlier than the disc's table -- and that pointer shift is what made the bytes look inserted. Measured, in order: - the two bytes before a payload are identical in core_data and in RAM, record for record: 02 00 on level 0's 90-record chunk at 0x100b302, 08 00 on the level's first chunk. Nothing is inserted; - the RAM table's low 24 bits are the payload's minus 2, consistently, so the record is [leading u16][two index bytes][payload] and the loaded table addresses the leading word. That is also why the index bytes read as +2 from the pointer -- the same +2 the earlier RAM result quotes; - the word is a field, not a pad: uniform across a chunk's records on 1,439 of 1,509 chunks (None on the 70 that vary, reported rather than averaged), fixed within all 71 chunk types, and only ever 1, 2, 4, 6, 8 or 10 -- 554 chunks carry 2, 520 carry 4. Two readings of the value were measured and disproved, so they are recorded as disproved rather than left as candidates: it is not an entry count (the payload divided by it leaves 57 distinct fractional "sizes", and 162 chunks do not divide at all), and it is not the number of distinct leading bytes (agrees on 0 of 1,506 chunks). Chunk gains `prefix: Option<u16>`, and the disc test asserts the uniformity, the per-type fixity and the value set. The scratch example that produced the per-type class-ID table is dropped now that the same scan is a committed test, which also lands here: moby class IDs sit in one body slot per chunk type, with the slot varying by type and the distinct >= 4 filter load-bearing -- without it the top slots are constants that read as 305x because any value below the moby count counts as a hit. |
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8147110377 |
Bring the roadmap's chunk section up to date
Four commits of chunk work -- uniform record length, the leading-byte phase counter, the two-byte record index, and the PCSX2 RAM findings -- were written to docs/formats/core-data-regions.md and docs/plan/pcsx2-verification.md but never reached the roadmap, because the scripted replacements kept missing their target text and I did not check that they had applied. That is the staleness complained about earlier recurring through a different route: not a missing edit, but a silently-failed one. The tie, collision and level_overlay entries had landed; only the chunk ones had not. Rewritten from the commits rather than from memory, and the numbers are the ones the tests assert: 1,509 chunks, 34,491 records, uniform length 1,509/1,509, phase counter 1,262/1,509, index rule 1,235/1,509, RAM prefix 02 00 on 90/90. |
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881fd48e9a |
Withdraw the 16-byte tie record claim: block size is a multiple of 16, not records
The previous commit inferred a 16-byte record from "922 of 922 consecutive block sizes are a multiple of 16". That inference does not hold, and the claim is withdrawn rather than softened. What survives: - Every one of those 922 blocks opens with a u32 that is positive and a multiple of 4, on 922 of 922, ranging 48 to 1744 with 17 distinct values across level 0's LOD0 blocks. The block opens with a count, not a size and not a pointer. - Reading that u32 as a byte size and chaining to the next block lands exactly on the next block start on 0 of 1383 blocks. Not a size chain. - Assuming [header][count][count uniform records] and solving for the record size gives no answer: no record size tiles the block for any header size up to 512 bytes. Not 16, not 12, not 8. - Reading the block as uniform 16-byte units gives fields spanning their entire legal range -- u32@0 from -2139029504 to 2139029587, u16@8 and u16@10 both 0..65535, and 8969 distinct values in i16@0 on level 0. Uniform units would not produce that. So the 16 is a property of the block size, not of a record. The earlier commit also claimed a record size "on the classes where it can be measured"; those classes are still correctly identified, but what they measure is the block size. The strict-increase disproof from two commits ago stands untouched and is what should have prevented this: the word at +0 was already known not to behave, so treating 16-byte units as records contradicted a measurement sitting in the same file. Divisibility is arithmetic; it is not evidence of a record boundary. Roadmap updated to say block sizes are established and the record layout is not, with the three measurements that rule the 16-byte reading out. |
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855e640f39 |
Establish the 16-byte tie record on measurable classes; packets[0] is a constant
The previous commit reported "3580 non-empty LOD blocks compute as divisible by 16" and then said the figure should not be trusted, because it came from the "next packets offset ends this block" rule. That rule is unsound: packets is strictly increasing on only 461 of 1864 classes. On the other 1403 the two offsets are unordered and cannot both be block starts into one ascending region. Restricting to the 461 classes where the rule does hold, 922 of 922 consecutive block sizes are a multiple of 16. That is the evidence for a 16-byte record, and it is now scoped to the subset where it can be checked rather than claimed over all 1864. The other 1403 are unmeasured, not measured-and-different. packets[0] is a constant, not an offset: it reads 256 on 1864 of 1864 classes, while packets[1] and packets[2] vary widely and land at different addresses in core_data on every class. Read as a block start, 256 points just past the 0x48-byte header -- which is how it was being used, and exactly how a field gets mistaken for a pointer. It is now TIE_PACKETS0 and nothing depends on it. Still not decoded: what the 16 bytes hold. i16[0] at +4 takes 8969 distinct values on level 0 and is not the two-valued field a 12-unit sample suggested; the word at +0 is not a run offset. The test pins all four numbers -- packets[0] constant, the 922/922 divisibility, the 461/1864 ordering, and the 0/1864 monotonic disproof -- and asserts that the ordering is *not* universal, so a future change there fails loudly instead of quietly invalidating the record size. |
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60e3f129d8 |
Resolve both tie indirections on all 1,864 classes, and disprove a sample artifact
resolve_tie_class walks the chain, which is two steps and both are easy to get
wrong:
1. The tie class table lives in core_index.bin, not core_data.bin. On level 0
the tables chain as moby at 192, 238 x 32 bytes later tie at 7808, 74 x 32
later shrub at 10176, which closes. Reading the same table out of
core_data.bin produces plausible garbage rather than an error.
2. ClassEntry::offset_in_asset_wad addresses core_data.bin, despite the field
name and despite core_data.wad sitting alongside it.
Verified: all 1864 tie classes resolve, o_class agreeing on every one, and all
5592 LOD block offsets land inside core_data.
Disproved, and this is the part worth reading: the word at +0 of a 16-byte unit
inside an LOD block. On the first twelve units of level 0's class 0 it rises
strictly -- 288, 1520, 2848, 3968, 5088, 6096, 7312, 8528, 9792, 10976, 12016,
13072 -- which reads exactly like a linked list, and the accompanying i16s looked
quantised, two distinct values in i16[0] and three in i16[1].
Across the population it is strictly increasing on 0 of 1864 blocks, and i16[0]
takes 8969 distinct values on level 0 alone rather than two. The sample was
twelve units out of 1,724,334. Both the monotonic reading and the quantisation
were artifacts of that sample.
That is the pooled-claim error AGENTS.md rule 3a exists to prevent, committed
almost verbatim: the first twelve units looked clean, and I was one step from
writing "u32[0] is a linked list of runs" into a format spec. The test now
asserts the disproof, so it cannot creep back.
Not established: the block's record size. 3580 non-empty LOD blocks compute as
divisible by 16, but some packets offsets run backwards, so the "next offset
delimits this block" end is wrong for them and that figure should not be trusted.
The tie layout stays partial: indirections and header done, records not.
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e5d267a810 |
Reconcile roadmap.md with the parsers that actually exist
Findings were going to docs/plan/level-assets.md and docs/formats/*.md while roadmap.md kept listing work as open that has been done for some time. The worst case was occlusion appearing twice: open at one line with "2 to 25 sectors, small enough to read whole", and done further down with 412521 cells over 140939 masks. The open line is deleted. Also corrected: - tfrag was listed flatly open while six tfrag entries beneath it were checked. Now partial: format, topology, textures, LOD, normals and colour are done; morph targets and strip/chain bookkeeping are not. - sky was lumped in with volumes as open. Sky is done -- 149 sub-objects across 27 levels -- so it has its own entry, keeping the word at +0x0c documented as not a count, since it disagrees with the table on most levels and reads 196617 on level 2 against 4 sub-objects. - level_overlay was open. It now has a parser and a 27/27 test, so it is partial rather than done: header, constant block and level data parse, +0x10..+0x1220 is identical on every level, and the word at +0x0c falls below the file length on 17 levels and above on 10. The header words are still unnamed and the Phase 3 seven-section parser is untouched. - sound_bank was flatly open. It is partial: container framing parses and bounds are verified on 27/27, but the SBlk record fields are not decoded and DAW shows no stride, consistent with ADPCM. - tie now records what is actually known, including the two indirection chains that have not been walked: class table entries point into core_data.wad, and the header's packets[0..3] resolve against the lump base. Level 0 has 74 tie, 238 moby and 7 shrub classes. - collision now separates the header, which is decoded, from the cell layout, which is not -- including the 17-entry table at +5932 against a 75-cell grid and the disproved 64-byte RAM stride. - moby_anim records the negative result: per-chunk-type record counts are level-independent, so nothing in the chunk set is keyed by moby class. The "Where we are" section now states plainly what has parsers and that what remains open is naming rather than locating, and names the five types with no decoded fields. Reading that list is how you would have known to ask. Phase 2 remains in progress. Volumes and moby_anim have no located structure and SBlk records, tie vertices and collision cells have located structure without decoded fields. |
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32a24574be |
Identify data.bin as the level file descriptor, not geometry
data.bin is the largest per-level file -- 13.3 MB on level 0, 4.2 to 21.9 MB across the disc -- and had been characterised only as "4-byte structured". Range measured: the first 64 u32 of data.bin on levels 0, 1, 2 and 5, compared against the actual byte lengths of the other extracted level files. Method: read the first 64 u32 and look for any equal to the size of core_index.bin, gs_ram.bin, overlay.bin, gameplay.bin, sound_bank.bin or core_data.bin. Result: three exact matches, at the same indices on every level. u32 index 1 overlay.bin 2751268 2763668 2928424 2863676 u32 index 3 core_index.bin 31600 34016 33808 23536 u32 index 5 gs_ram.bin 518656 569344 513024 434176 Each is the exact byte length of the named file and each lands on the same index on all four levels. Three coincidences at fixed positions is not a coincidence. So data.bin is a descriptor for the level's other files, not geometry in its own right. The roadmap's "the large one: 4.2 to 21.9 MB of geometry per level" entry was wrong and is corrected. The intervening indices 0, 2 and 4 hold values that are not file sizes and their meaning is not established; they are plausibly offsets, but no cumulative-sum or offset+size relation has been checked yet. What follows the descriptor is still unknown, and the file is large enough that the descriptor is unlikely to be all of it. |
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aa2b14ad66 |
The shrub mesh geometry is in the class blob after all
The open question from the shrub decode was where the mesh lives: the blob looked like header, palette and optional billboard, with the 333 classes without a billboard having nothing to draw. Answering it took the running game, not the disc. Diffing a loaded shrub class against its disc bytes in the live PCSX2 (level 1, class 1) shows what the loader rewrites: a table at +0x40 of (offset, size) pairs, whose offsets are span-relative on disc and absolute in RAM with the sizes unchanged -- all 21 entries matching offset for offset and size for size -- plus a relocated palette pointer at +0x2c and a pointer at +0x18, zero on disc, that asserts the parser enforces. So the blob is header, packet table, packets, [billboard], palette: the mesh was here the whole time. Why it was missed is the part worth recording -- data_offset points at the END of the span, so reading the body as data_offset..span_end accounts for the last few hundred bytes and leaves the 20 KB in front of it unexamined. A correct bound and a body small enough to look plausible are together enough to hide a region. Range measured: every shrub span on the disc, 358 over 24 levels, each bounded by its successor class or the located chunk container. Method: read count at +0x28, then the entries at +0x40, and require them to tile -- the first packet at align16(0x40 + count*8), every entry exactly size past the previous, and the last ending at the palette, or 0x40 short of it on the 25 spans that carry a billboard. Result: 358 of 358 tile exactly, holding 2,239 packets. That is what pins the field meanings: count is the packet count (1..55 on the disc), data_offset is the palette's offset, and the earlier "the body is not sized by count" note was true for a reason nobody had understood -- the count sizes the packets. Shrub::packets() exposes them and returns None rather than a partial list when a table does not tile. Still open: the packet contents (a VIF reading was already retracted once, so this needs a control rather than a pattern match), and the 0x20-byte records the loader points at from +0x18. |
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69a8398f6e |
Verify the tfrag lighting magnitudes against the running game
The harness that compares the port against the game's own memory existed but had never been compiled: tools/trace did not build (27 errors, all in the argument plumbing), and the tfrag_light.rs light-bank correction it motivated was unverified. This finishes it and runs it, and the run finds two real bugs. Result, on level 0 against three inputs -- the live emulator over PINE and two PCSX2 savestates from the same level, agreeing byte for byte: headers matching the disc on invariant bytes: 833/833 data pointers relocated as table + disc offset: 833/833 light bank in RAM at 0x50ab20, byte-identical to the disc's vertices compared: 40600 (162400 colour bytes) equal: 162400 (100.00%) The locator finds the level's tfrags block in RAM by tfrag 0's bounding sphere and accepts a candidate only when every header matches the disc on the bytes the game leaves alone and every data pointer is the relocated form, so "the block was found" is itself a verification rather than an assumption. The bank is searched in RAM by its exact section bytes, which is what settles its framing: offset at +0x04, an i32 set count, twelve bytes of pad, then the sets. The previous reading (offset at +0x00, count at +0x04) was wrong. Two bugs the comparison found, both of which produced plausible output: 1. vertex_normal_bits negated x and y and left z positive, while NormalTable::normal negates all three. dA came out -0.707 where the game had +0.707, so max(dA, dA*wA) took the wrong branch and every vertex lit near its base colour: dark, but not wrong-dark. 95.88% agreement with the bug, 100.00% without. 2. A record whose select names a set the bank lacks drew transparent black. The game writes the record's base colour; 3,130 of level 0's 40,600 vertices do this (select 0x000f, set 15 -- a runtime slot the level's directional bank does not have). The vertex is unlit, not invisible. Both are now regression tests in the engine. The comparison prints the pass's per-vertex terms (light_vertex_terms) for the first mismatches, because a colour mismatch alone cannot be attributed and the comparison is worthless without attribution -- that is how the second bug was identified from a three-line read rather than guessed at. Docs: docs/plan/pcsx2-verification.md records the harness, the result, the two bugs and what to compare next; roadmap and level-assets.md stop carrying lighting magnitudes as an open item. Findings reach tests only as numbers -- no test reads a savestate, a dump or a live emulator. |
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2c7555fe16 |
Decode the shrub class blob: a 24-normal palette and a billboard record
The shrub body's payload encoding was the open question after the span-bound work, and it answered itself once the R&C1 reference was in view: R&C1's shrub class header keeps the field offsets R&C2 shows (o_class at 0x24, a count at 0x28, the data offset at 0x2c), which says which bytes to look at, and the disc says what they hold. Range measured: all 358 shrub class spans over the 24 levels that have them, each bounded by its successor class or the located chunk container. Nothing outside the spans is read. Result. The body is a palette of 24 unit-length s16 normals -- s16 x, y, z and a zero pad word per 8-byte record -- followed by all-zero padding records. Three independent measurements, each of which fails for any other reading: - all 8,592 live entries have squared length within 65,535 of 32767^2, and the bound is tight (the largest observed deviation is exactly 65,535). That is 32768^2 - 32767^2, which is what a unit vector scaled by 32768 produces when an axis-aligned normal quantises to -32768 and the positive axis clamps to 32767; components run the full s16 range and 1,765 entries are axis-aligned. A random s16 triple is off by about a billion, so one entry in fifteen thousand would pass by chance: all 8,592 pass. - the padding records are always at index 24 or later and always all zero, never a live entry. That is what separates the palette from geometry, and it is the observation the three earlier stride-fitting attempts were missing. - 17 classes carry a palette of 24 identical (0, 0, 1) entries. A position or index table cannot produce that; a normal palette for a flat-facing class must. The header decodes as: sphere at +0x00 (centre + radius, radius positive on all 358 spans, 1.72..41.57), size at +0x10, mode_bits and scratch at +0x14, a zero word at +0x18, the billboard offset at +0x1c, and scale at +0x20. The parser asserts the two invariants that hold without exception (scratch and the reserved word are zero on all 358) plus a positive radius and scale, and reports mode_bits rather than asserting it: it is 4 on 16 of the 358 spans. The billboard offset is the strongest self-identification after o_class because it is confirmed from a second file: it is non-zero on exactly the 25 classes whose core-index entry carries billboard texture fields, pairing correctly both ways. At the offset sits R&C1's ShrubBillboard shape, register block and all -- fade_distance, then TEX1_1 (K -233..-168, MMIN 4, address 0x14), TEX0_1 (index 1..4, address 0x06) and MIPTBP1_1 (address 0x34), all three register addresses checked in the disc test. Two corrections this produces, both recorded in docs/plan/level-assets.md because the old readings were confidently wrong rather than merely unverified: - "reserved is 0 or a denormal" had the two u16 halves the wrong way round: the 16 non-zero spans are mode_bits = 4 with scratch = 0. As an f32 the word is still a denormal, so the PS2 reads zero either way -- but the field is a flag word, not a magnitude, which is exactly the FPU point worth making. - "bounds" was tested as a min.xyz/max.xyz box, which holds on only 146 of 358 spans, and the field was left unnamed as a result. It is a bounding sphere: the fourth float is positive on all 358 spans and the centres cluster near the class origin. The 146/358 figure was a property of the wrong question. Still open: the three floats in the billboard record (they repeat byte-identically across levels -- 16 distinct triples among 25 records, one on four classes across levels 1, 4, 12 and 21 -- so they are shared art data rather than dimensions), size, mode_bits, count, and where the shrub mesh geometry lives. R&C1 puts the mesh packets in this blob; R&C2's blob holds only the palette, so the 333 classes without a billboard must draw meshes from somewhere else. |
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ccea53807a |
Resolve the shrub region bound: the chunk container closes it
The shrub region's end was the last unlocated bound in core_data. It was not in the core index, and unlike moby->tie it had no successor boundary to chain against, so the last shrub class in every level ran out to the lump's end and the aggregates over it (the "3.5M records / 28MB of shrub body") were artifacts of that oversized span. Range measured: for each level, from the last shrub class's geometry offset to the constant trailer. Nothing outside that range is read. Method: scan forward from the last shrub class for the pair (a) the constant two bytes f6 7c sitting immediately in front of (b) a chunk signature -- a 16-byte header ending 0xff, ten zero bytes, then four or more 0xf0-tagged offsets. The two halves are each weak alone, and the halves are measured separately: the marker pair occurs 25 to 103 times in a 5 to 17 MB lump, so matching it alone picks dozens of wrong offsets; the chunk shape matches random data often enough to need four tagged offsets before it is believed. Result: on all 27 levels the marker sits exactly two bytes before the first chunk header, and the two parts of the signature are never found apart. No chunk signature occurs inside any last shrub body, on any level. The three levels without shrub (10, 25, 26) carry the same marker before the container that closes tie instead, which is what makes the locator a property of the region rather than a shrub rule. Consequences: - All 358 shrub class bodies are bounded and are whole 8-byte records. That was not assertable while the last class in each level ran to the lump's end, and it is the check the boundary earns its keep for. - 9,600 records in total, against the 8,938 previously measurable in successor-bounded spans; 662 of them sit in the 24 last-class bodies. The shrub region totals 2,033,776 bytes across the 24 levels that have one. - The chunk container is 25,775,850 bytes across 27 levels (1,236 chunks, 22,562 records). The container measurements were previously taken over "the 900,000 bytes before the trailer", a window that did not align to its real extent: on level 0 it is 690,302 bytes, and 27 of 1,123 chunks were truncated at that invented edge. chunk_containers_resolve_on_every_level now reads the region from core_layout instead of measuring backwards from the end of the lump. core_layout takes core_data now: the container's start is the one bound that cannot be derived from the index. It gains the chunks region, so every byte of level-specific core_data belongs to a named region. Where the signature is not found the end stays None -- the region is left visible rather than clamped to the tail. Still open: the marker's meaning (constant across 27 levels, at exactly this position, unnamed) and the shrub body payload's encoding. |
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39c364e874 | Note in the roadmap that shrub header fields are checked, not just reported | ||
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fc4c8b427d | Mark shrub partial in the roadmap | ||
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bbb10c678d |
Parse the moby per-class part table
A moby class span does not start with its geometry. The first u32 is the offset of a part table, and the table is 16-byte records of vertex offset, vertex count, an unestablished second count, the next part offset and flags. Parts tile: vertex_offset + 16 * vertex_count == next_part. The stride is never assumed anywhere -- it falls out of that identity, which is what pins the record size and the field boundaries. The identity holds for 43,467 of 43,467 part records across every moby class on all 27 levels, and the parser rejects any span that violates it rather than returning a plausible wrong answer. Two terminations are needed. A zero vertex_offset ends the run, but 172 records on the disc have a zero vertex_offset and a zero next_part while still carrying a vertex count. Stopping only on the first leaves 99.6% instead of 100% and quietly includes a second table as if it were parts. 1,270,802 vertices over 4,560 class spans; 116 spans carry no geometry. Vertices are 16 bytes of VIF-packed half-float quads cycling through four distinct words. Handed back raw -- unpacking them is separate work from finding them, and second_count is recorded but not guessed at. |
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dc941a8eec |
Parse the collision container framing
Collision sits inside core_data at the offset the core index gives, behind a 0x40-byte header that self-describes: it carries its own size and the payload size. That pairing is the invariant -- the declared header size is exactly 0x40 on all 27 levels and header + payload stays inside the lump. 41,481,520 payload bytes across the 19 levels that have any; 8 declare zero length, which is present-but-empty rather than absent, so the two are counted separately. The cells inside the payload are not decoded. They do not walk as fixed-stride cells, and treating faces as variable-length records stops partway into the first cell on level 0 rather than tiling the payload. The first cell reads as 11 verts and 33 faces under every hypothesis tried, which is exactly the kind of agreement that looks like a result and is not one -- three different strides all produce the same first cell and all of them are wrong. Left open rather than committed as a guess. |
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632505a6bd |
Parse the occlusion PVS grid
A z -> y -> x tree of u16 node offsets over 4x4x4-unit cells, each populated cell naming one 128-byte mask of 1024 visibility bits that the renderer fills from the camera's cell each frame. Two sentinels carry meaning and one of them is easy to miss: a z or y slot of 0 means "no subtree", and an x slot of 0xffff means "no cell". Reading the latter as a mask index gives a grid whose highest mask is 65535 on every single level, which is the tell. The check that makes this real is the mask array. It starts at masks_offset and runs to (highest_mask + 1) * 0x80, and on every level with a grid that ends at the block boundary exactly -- widest unexplained tail across the disc is 0 bytes. A wrong tree shape or cell size would leave the highest mask index elsewhere entirely. 412,521 populated cells over 140,939 masks, across the 24 levels that have one. An offset of 0 means the level has no occlusion data at all, which is not the same as "at the start of the file" -- that is where the tfrags block lives, and parsing it as a grid produces a mask array that fits anyway, with 1600 bytes to spare. That is what made level 10 look plausible on the first pass; three levels (10, 24, 25) carry none. |
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4c4a78d402 |
Identify the container the class tables point into: core_data itself
assets_compressed_size and assets_decompressed_size at index offsets 0x88 and 0x8c are 9,738,678 and 16,969,296 on level 0 -- exactly the sizes of core_data before and after decompression. There is no separate asset container. The "asset WAD" is core_data, and offset_in_asset_wad indexes the decompressed form directly. Checked rather than assumed, on all 27 levels: the decompressed size equals core_data's exact length, every class offset is either 0 or inside it, and the moby, tie and shrub spans do not overlap each other. An offset of 0 means the slot has no geometry, not the start of the lump; level 0's ninth moby class is 4909 at offset 0. Two assumptions worth discarding while here -- the tables are not sorted by class number (level 0's run 0, 1, 2, 14 ... 4909) and the offsets within a table are not monotonic. Neither is needed, but both look true from the first few entries. The chunk descriptors after the named extents are not it: they exist on only 3 of 27 levels, because level 0's four named extents tile the container exactly. An asset blob there would be missing almost everywhere. What sits at the offsets is raw GS/VIF packet data rather than a further container -- moby[0] begins 00 00 00 00 3f 16 02 55 6f 6f and tie[0] 00 01 00 00 70 50 00 00, which read as packet headers rather than a magic number. None of the three is decoded yet and this does not start that. Moby is skeletal and is the largest single piece left before the rest of a level can draw. Also: the pipeline now writes each level's chunk descriptors where they exist, and LevelCoreHeader decodes the asset lump's two sizes. |
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e1105543e4 |
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. |
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b8b4a1a3d3 |
Consolidate: tidy level.rs, correct stale docs, pin hardware models
No behaviour change. This is the pass over the last stretch of work to make sure the accumulated result hangs together rather than only each commit in isolation. Code. lit_color had grown a `let _ = (depth, lod_distances)` and a dead branch from repeated edits. The directional pass genuinely does not depend on distance, so the parameters are gone rather than discarded, with a note that the point lights -- not implemented -- will need them. lit_at folded into lit_color, which had become a wrapper around it. Checked for leftover scaffolding: only two env vars remain, both real (GC_ENGINE_SHOT and GC_ENGINE_DEBUG_BOUNDS); GC_ENGINE_UNLIT, GC_ENGINE_DEBUG_COLOR and GC_ENGINE_ABL were never actually written, because those edits silently failed to apply against rustfmt'd source. AGENTS.md. The crate table did not say that gc-engine owns hardware models. ps2.rs is the Emotion Engine's FPU and the lighting pass runs on it, so the boundary is now stated: gc-formats decodes inputs, gc-engine reproduces how the hardware computes with them. That is the distinction rule 2 depends on, and it was implicit. Docs. Three claims had been overtaken by what we learned and were actively misleading: * docs/formats/level-wad.md still said gameplay "does not decode with the WAD decoder". It does; it is a WAD stream. * docs/plan/level-assets.md carried a whole section, "a compression we have not identified", with a ruled-out list including "bit order", "header length" and "the WAD format at all". All three were ruled out against the wrong input. Replaced, with the failure mode kept: a uniform failure across 27 inputs was read as "the decoder is wrong" when it meant "the data was handed over uncompressed", and the positive control -- decompress and look -- was never run. * The same file still said the tfrag "record framing is not recovered". True, but it was a false lead that has since been superseded by the VIF1 framing. Kept as a recorded wrong turn rather than deleted. Also refreshed "Still open" to name what is actually outstanding: point lights, the GS register set, the guard-band clip test, the unread core_index class tables, and -- stated plainly -- that lighting magnitudes are unverified because there is still nothing to compare against. Verified after the changes: 148 tests pass, clippy and fmt clean, all 5,213 extracted files match the hash table, and level 0 still loads at 26,758 triangles with the same LOD split and fully lit. |
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bcf0d1f0cc |
Decompress the gameplay extent: the level light bank now parses
gameplay is a WAD stream, exactly like core_data. The extractor was writing it compressed, so the light bank framing read the WAD header's stream length as a light count: level 0's offset at +0x04 was 0xa0d and the "count" there was 698810368. The file says so in its first six bytes: 57 41 44 79 0d 0a -- "WADy". Decompressed, level 0's gameplay extent is 1,872,256 bytes, the offset at +0x04 is 0xc2b20, and the count there is 5. Five directional light sets. All 80,274 vertices of level 0 now go through LightTfrags, and the renderer's fallback line no longer appears. The frame's colour distribution goes from 295 to 737 distinct sampled colours and takes on the level's warm cast. This corrects a recorded negative result that was simply wrong. docs/roadmap.md carried "gameplay does not decode with the WAD LZ77 decoder, all 27 levels fail identically, so the input is wrong rather than the decoder", with bit order and header length also ruled out. That was true of the data being parsed and wrong about the cause: the decoder was never the problem, it was being handed a file that had not been through it. Same lesson as the origin bug, from the other direction. A recorded failure without a positive control is easy to record and easy to leave; the control here is trivial and should have been run first -- decompress and look. The renderer keeps counting and reporting how many vertices it lit, because a silent fallback to stored colours looks plausible and is wrong. Lighting magnitudes remain unverified: that needs comparison against reference frames via the PCSX2 loop, which is still to come. |
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65b5d366de |
Implement the PS2 float model and the LightTfrags pass
Two pieces, and the first is the reason the second can be trusted. ps2.rs is the EE's FPU on raw u32 bit patterns. It is not f32: there are no denormals (exponent 0 *is* zero), no NaN and no infinity (exponent 255 is an ordinary value, so MAX reads back in Rust as NaN -- a test asserts exactly that, because it is the sharpest available statement of why this module exists), every result truncates toward zero, the adder discards the small operand's bits more than one below the large one's LSB and returns the large operand unchanged across a 25-bit exponent gap, and rsqrt is sqrt-then-divide with truncation between the steps rather than one rounded operation. The lighting pass accumulates all of these across every vertex of every patch, so this is a visible difference rather than a rounding curiosity. tfrag_light.rs is the pass itself: PEXT5 base colour, the select word picking one light set or blending two by bits 8..15 / 256, blended directions re-normalised where unblended ones are not, and base + A.rgb*max(dA, dA*wA) + B.rgb*max(dB, dB*wB). Lighting indexes positions, not vertex-info entries, since a common entry and a LOD entry can share a position. TfragLight gains a `select` field for the u16 at +6. It was briefly reconstructed with an unsafe pointer cast over the struct, which is exactly the sort of thing that breaks silently the moment a field is reordered; it is now a plainly parsed field. The pass does not run yet. The light bank framing the reference uses -- a u32 offset at +0x04, an i32 count there -- gives offset 0xa0d and a count of 698810368 on RAC2 level 0, so RAC2's gameplay extent is not laid out that way. The renderer now counts the vertices it actually lit and prints it, because falling back silently to the stored colours produces a plausible but wrong picture: lighting: 0 of 80274 vertices shaded by LightTfrags; the rest fall back to the tfrag's stored colours (no usable light bank) That line is the current honest state, and the frame has not changed as a result. Where RAC2 keeps its light bank is the open question. |
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90f02890f8 |
Decode tfrag normals from the overlay's sine table
Normals are per-vertex, and the tfrag's light records store them as an azimuth and elevation *index* into a 256-entry sine table rather than as angles. This decodes that table and builds normals for the renderer. The reference reads the table from an ELF at BOOT_NORMAL_TABLE_VADDR (0x165500) and notes every level overlay carries a copy. The overlay has no ELF header -- it is a raw loadable image starting with code -- so there is no program header to map a virtual address through, and the offset is not fixed either: level 0 has the table at 0xb650c, level 5 at 0xcca30, level 26 at 0xb6284. So it is located by content. Every table starts with exactly (1.0, 0.0), angle zero, and the scan then requires all 256 entries to match cos(i*pi/128), sin(i*pi/128). Validating the whole curve is what makes the search safe: a lone (1.0, 0.0) pair of floats occurs by accident in a 2.7 MB executable, and a test plants one as a decoy. The values are read from the disc rather than recomputed, since those are the numbers the game indexes. A normal is (cos(az)cos(el), sin(az)cos(el), sin(el)) *negated* -- the stored normals point into the surface -- and then given the same Z-up to Y-up swap as positions, or the lighting comes out sideways. The azimuth and elevation fields are stored signed but index 0..=255, so entry 200 must be read as 200, not as -56; there is a test for that. Also frames and parses the level light bank from the gameplay extent, and the pipeline now writes overlay.bin. The per-vertex lighting evaluation is not written yet, so the renderer stays unlit by default. GC_ENGINE_LIT=1 substitutes a host directional light for inspection -- that is a stand-in, not the game's lighting, and it is deliberately not the default. The hash table is regenerated for the 27 new overlay.bin files: now 5,213 files and 5,762,497,559 bytes. |
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17c7e8ccc9 |
Draw tfrag per-vertex colour, unlit, and record why the frame is dark
The tfrag RGBA array now modulates the texture. It is indexed by *position*, not by vertex-info: several vertex-info entries can share a position, and the array is sized vert_count, which is a position count. Colour follows the same rule as the vertex itself. Morphing blends the position only -- the game keeps the high-detail colour -- while collapse replaces the vertex outright, colour included. Getting that the other way round would tint distant terrain. The material is unlit, and that is a decision rather than a shortcut. Level 0's colours really are dark (patch 0 runs (25,26,26) to (108,144,141)) and the game's lighting is what brightens them, so what is on screen is the true albedo. Worth recording: the obvious move -- add a directional light, or crank ambient brightness -- does nothing at all. With no normals the PBR path is degenerate, so the brightness change has no effect, and a host light would have hidden the gap rather than shown it. The colour data was always reaching the mesh; what is missing is lighting, not a material flag. Written up in plan/level-assets.md, including what LightTfrags actually needs: the light bank from the level's gameplay extent, the 256-entry normal table at BOOT_NORMAL_TABLE_VADDR (0x165500) which every level overlay carries, and the already-parsed azimuth/elevation light records. |
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192dcde247 |
Render a level: first drawable frame, and the origin bug it exposed
Adds gc-engine's binary and a level.rs that joins the format layer to the renderer: LOD selection and morphing per patch, then triangles grouped by texture so each texture is one draw rather than one per triangle. The PS2 world is Z-up at 1024 raw units per world unit, so the conversion is (x, y, z) -> (x, z, -y). The sign flip on the third axis turns the PS2's right-handed frame into Bevy's left-handed one rather than negating a determinant, which is what stops the level rendering mirrored. Morphing and collapse are kept distinct. Morphing blends a vertex toward the midpoint of its two parents across its tier's band; collapse replaces the vertex outright, position and UV, once it is past the far edge. Morphing is a blend, collapse is a cut, and conflating them makes distant terrain shimmer. Blending has to happen in raw units before the axis swap: mixing a converted parent with an unconverted child scales the blend by 1024. Level 0 renders as 26,758 textured triangles over 92 textures, correct UVs, with LOD selection live (26 patches at LOD 0, 650 at LOD 2 from the start camera). GC_ENGINE_SHOT writes one frame as a PPM and exits. Rendering immediately exposed a bug no test could. Positions are i16 offsets from a per-patch origin, and the obvious rule -- the last non-index STROW row -- is wrong on RAC2, which also uses STROW for per-vertex light records that come *after* the origin. Taking the last one yields [186, 186, 186, 186] and collapses the whole level onto the world origin. The entire level then fit in a 63-unit box and every test still passed: vert_count matched, tri_count matched, every parent and triangle index resolved, because all of those are relative to the same broken origin. Only a screenshot showed it. The rule that works is the STROW immediately preceding the first V3_16 position unpack; with it, level 0 spans x 86..444, y 46..211, z -477..40, matching the patch bounding spheres. That is worth more than the renderer: a parser can be completely self-consistent and still describe the wrong thing, and where a value is absolute rather than relative it has to be checked against something independent. The frame is flat and dark because there are no normals and no lighting yet. That is the next task -- the per-vertex light records -- not something to paper over with an exposure fudge. |
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71a3185fa5 |
Resolve tfrag LOD parent linkage: guard absent tiers by their counts
The four V4_8 parent arrays are classified by VU address, but the addresses collide: on level 0 patch 1, unk_indices_2_lod_01_addr == parent_indices_lod_0_addr == 291, and unk_indices_2_lod_0_addr == indices_addr == 294. Matching on address alone cannot separate them, and it fails silently -- the arrays still parse, they just hold the wrong numbers. Two corrections, and the first one is worth recording because it looked like a data problem rather than a code one: Each V4_8 element is 4 bytes and holds four indices, so an array of N entries is count*4 bytes, not count. An earlier analysis compared the unpack's element count against the position counts and concluded that 15,000 patches could not hold enough parents. That was the wrong unit; the data was fine. unk_06 and unk_0a suppress an empty tier. When the extra vertex-info count is zero there is no extra array and its address is simply the next tier's, so guarding those branches on the count lets the address fall through to the array that exists. That one change took resolved LOD-0 entries from 28,739 to 341,306. Result: of 886,841 vertex-info entries across all 27 levels, 516,492 are common and have no link by design, and all 370,349 LOD entries resolve -- 29,043 LOD-01 and 341,306 LOD-0 -- with zero failures. Each resolves to a real first parent, a LOD-01 parent that is always a common entry, and three positions inside the patch. A common entry never claims a parent. Morphing can now be completed: a patch knows which LOD to draw, how far to blend each vertex toward its parents, and where those parents are. |
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2a5307a157 |
Add tfrag LOD selection, morph weights and parent linkage
The block header's float at +0x08 gives L and the switch distances are [D0, D1, D2] = [6L, 4L, 2L] world units -- 192/128/64 on every level measured. The distance test uses the patch's bounding sphere truncated to integers against trunc(D * 1024), not the sphere's centre, so a patch straddling a threshold takes the coarser mode. Six modes result: LOD 2, LOD 1 collapse, LOD 1 morph, LOD 0 collapse, LOD 0 morph, LOD 0. A morph weight runs 0 to 1 across its tier's band. Past the far edge an entry is not blended but replaced by its first parent -- a collapse. The tested property is that distance never moves back to a finer mode, swept across the whole range, because that is what keeps terrain from popping as the camera moves. The four V4_8 parent arrays are classified by VU address and an unrecognised address is now an error, which is a real check: all 18,102 patches still parse. Every recorded parent resolves to real vertex info and real positions, and no common entry claims a parent. That is as far as it goes, and the limit is a finding rather than a rounding error. The addresses are not unique: on level 0 patch 1, unk_indices_2_lod_01_addr == parent_indices_lod_0_addr == 291, with unk_06 and unk_0a both zero, so nothing but unpacking order separates them. Across all 27 levels 57,782 of 374,349 LOD entries resolve, and 316,548 unresolved LOD-0 entries against 28,739 resolved is far too lopsided to be genuine -- either the arrays are misassigned where addresses collide, or RAC2's positions_lod_0_count means something other than RAC1's. Only 3,274 of 18,102 patches carry enough V4_8 bytes to cover positions_lod_01_count + positions_lod_0_count + extras. The vertex-info tiers themselves are confirmed: the addresses at +9 and +11 match the observed V4_16 unpacks and the three tier counts sum to vert_count on every patch, so the header layout is right and it is specifically the parent arrays that are open. Ruled out so far: address-only classification (collides) and one-parent-per-position (fails on 15,000 patches). Not yet tried: ordering by VU address instead of by declaration, and using unk_06/unk_0a to suppress an empty tier before falling through. Written up in plan/level-assets.md. |
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29fdf89f53 |
Decode level textures: 8-bit indices through a CSM1 palette
Adds texture.rs and makes the pipeline write gs_ram.bin, which it had been skipping. Nothing could be decoded before this: the CLUTs live there. A level texture is not pixels, it is palette indices -- width*height bytes at core_data[textures_base + data_offset], with colour coming from a 256-entry CLUT at gs_ram[palette * 0x100]. gs_ram is a byte range in the level's data extent header at offset 0x10, 518,656 bytes on level 0. Two PS2 conventions have to be honoured and neither is a design choice: within each 32-entry CLUT group the two middle 8-entry blocks are swapped (bits 3 and 4 of the index are exchanged, an involution), and alpha runs 0..=0x80 rather than 0..=255 with 0x80 fully opaque. The mip chain splits across two buffers: levels 0 and 1 are in the texture block with level 1 immediately after level 0, and levels 2 and 3 are resident in gs_ram at mipmap*0x100 and pad*0x100. Tfrag textures are square so every level halves evenly. Verification is two-layered, because every step here is a table lookup and a wrong CLUT remap still produces a well-formed image of the wrong thing. All 1,595 tfrag textures across all 27 levels decode; 96.8% are fully opaque and 96.3% use more than eight colours. On top of that, `gc-extract dump-texture` writes any texture or mip level as a PPM. Level 0 texture 0 comes back as a clean bevelled metal panel with rivets and specular highlights, and texture 74 as a vent grille whose punched windows are fully transparent. That tool is worth keeping: it is the cheapest way to tell a decode that is merely well-formed from one that is right. The hash table is regenerated for the 27 new gs_ram.bin files, now 5,186 files and 5,685,541,143 bytes. |
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48d9506cf1 |
Decode tfrag texture bindings, vertex colours and light records
Adds level_core.rs (the uncompressed core index header and texture table) and extends tfrag.rs with the data a draw call needs beyond geometry. An ad-gif is five A+D quadwords holding packed fields rather than GS registers; the level load rewrites them in place before drawing. On disc TEX0_1.data_lo indexes the level's texture table, TEX1_1.data_lo is the LOD bias K and data_hi the minification filter, and CLAMP_1 holds both wrap modes. Three things are easy to get wrong here: * K is a signed 12-bit value in 1/16 units, sign-extended by shifting the field up 4 and back down. Retail values are -137..-89 mip-scaled; reading it unsigned gives 1911 instead of -137. * TEX1_1.data_hi is MMIN, and 4 decodes as LinearMipmapNearest, not LinearMipmapLinear as the raw bit layout suggests. * RGBA and the light/normal records are not in the VIF lists at all. They sit at fixed offsets in the patch data block: rgba_size*4 colours at rgba_ofs, vert_count light records at light_ofs+0x10. The tfrag origin lives there too -- if no STROW row supplied one, the quadword at light_ofs is it. The texture table checks out on its own terms: 93 entries at index offset 0x2900 on level 0, and 0x2900 + 93*16 lands exactly on the next range. Verification: an ad-gif index outside the level's table would mean the geometry and the textures were misread independently, so every one is range-checked against real entries. All 27 levels: 47,950 ad-gifs over 18,102 patches, all in range, referencing 1429 of 1595 level texture entries (90%). Each patch's light array is exactly vert_count records and its RGBA array exactly rgba_size*4. Still open: LOD selection and morphing, and the texel data itself. |
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9459f15329 |
Parse tfrag topology: vertex info, strips, indices and triangles
Turns tfrag positions into drawable geometry. Every unpack in a patch's VIF lists is now classified by format *and* destination VU address, using the VU header at the head of the common list. That table is what tells the strips from the indices from the parent arrays: they are all V4_8 and only the address distinguishes them. Strip indices address the vertex-info array, not the position array. Several vertex-info entries can share a position, so an index resolves through vertex_info[i].vertex / 2 to reach a position. Vertex-info also carries UVs and the LOD parent link. A strip run of n vertices is a GS triangle strip of n - 2 triangles with alternating winding. The vertex count is biased by -128 when negative, and the first record of a list is always biased even when positive -- real patches open with -116 or -124, never a small positive number. tri_count lives in the patch header and cannot be derived from the lists without walking them, so reproducing it is a strong check: all 27 levels, 18,102 patches, 809,879 triangles, every patch matching its header, every triangle index inside its LOD's vertex-info range. Four wrong turns got there, each of which failed quietly rather than loudly: reading the element size from the immediate instead of the command, 2-byte payload padding instead of 4, ignoring the inline payload of STROW/STCOL/STMASK/MPG/DIRECT, and banking strips by arrival order instead of by LOD. Every one produced parseable, plausible geometry. Only the header's own triangle count caught them. Still open: ad-gif texture bindings, per-vertex RGBA and light records, and the LOD switch and morph rules. |
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36641b4cf8 |
Parse tfrag terrain blocks and decode all vertex positions
Adds gc-formats::tfrag and a gated real-disc test that decodes every terrain patch on all 27 levels. Two rules decide whether this works at all, and both were wrong on the first attempt: The vector format is encoded in the VIF command byte, not the immediate. Bits 2-3 are vn (component count minus one) and bits 0-1 are vl, giving element_size = ((32 >> vl) * (vn + 1)) / 8. Terrain positions are vn=2, vl=1 (command 0x69) at 6 bytes. Reading the format from the immediate's low nibble -- the more commonly quoted layout -- yields 12 or 16 bytes and misaligns everything after it. Unpack payloads pad to 4 bytes, and several non-unpack commands carry inline data: STROW/STCOL 16, STMASK 4, MPG num*8, DIRECT/DIRECTHL imm*16. Ignoring those desynchronises the walk, and a desynchronised walk still finds code words that look like positions. Positions are also not all in one list. vert_count is the total across three tiers, the LOD-2 list precedes the common one in offset order, and the LOD-0-only list starts at shared_ofs + lod_1_size*16 rather than at an offset of its own. Scanning only the common list matches about a quarter of patches, each exactly -- which is what made it convincing. The invariant is that every patch yields exactly its own vert_count. It caught both errors, so tfrag_positions returns None on a mismatch rather than partial geometry. All 27 levels: 18,102 patches, 821,439 vertices, zero mismatches. Still open: strips, triangle indices and the RGBA vertex-info arrays. Positions alone are not drawable. |
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3ec548efe8 |
Correct the terrain findings: region layout confirmed, record framing disproven
Two claims in the previous commit were wrong and are retracted here rather than
left standing for the next person to build on.
"382 records of 64 bytes" and "byte +3 is 0x48 in every record" were both
artefacts. The 0x48 at that offset is simply the most common byte in the region --
945 of 2000 sampled slots -- not a marker. Over 33,091 slots at that position
only 4,127 hold 0x48. The pattern holds for the first 382 records and then
breaks, which is exactly how a coincidence of a dense byte value masquerades as
structure.
"The coordinates are fixed-point s16 with a scale of 8" is also not supported.
It rested on one coincidence: 17,496 / 8 = 2,187, the planet radius. No grouping
of the record into coordinate triples produces points on a sphere of that radius.
Tested every stride from 2 to 16 bytes at every starting offset, with three and
four components; the best result is 5.0% of points on-sphere, which is chance.
What is now established, and holds on all 27 levels:
core_data region layout, as strictly increasing offsets
tfrag [0, occlusion)
occlusion [occlusion, sky)
sky [sky, collision)
collision [collision, textures_base)
Ruled out the competing reading where 0x0c/0x10/0x14 are sizes laid end to end:
the cumulative total misses textures_base on every level and the leading bytes
of each supposed region are not plausible structures.
Also new: terrain carries its texels inline. A scan for the PS2 texel pattern
18 18 18 80 finds 6,739 occurrences in 138 clusters starting at 0xd9f8, well
inside the tfrag region, so textures_base names something other than terrain
textures.
The vertex format remains unrecovered and the record says so. The next attempt
should look for a longer run of plausible vertices rather than re-deriving a
framing from one record.
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85fa9d1432 |
Locate the tfrag terrain region and record what its records look like
The core header field at 0x08 is zero on all 27 levels, and the seven offsets 0x0c, 0x10, 0x14, 0x60, 0x64 and 0x68 are strictly increasing on every level. Reading them as a sequence of region boundaries gives the layout of core_data: tfrag [0, occlusion) occlusion [occlusion, sky) sky [sky, collision) collision [collision, textures_base) So tfrag = 0 is a real value rather than a missing field, and the terrain is the first 2.12 MB of level 0's geometry. The terrain begins with a short header followed by a repeating 64-byte record from 0x40. Established about those records: byte columns 3, 7, 11 and 15 are 0x48 in every record, which are high bytes of four s16 values giving a near-fixed Y on a planet of radius about 2,187; columns 16 and 17 increase steadily across records like a grid walk; and columns 48-51 carry a repeating ffff00ff pattern characteristic of GS packet headers. The record layout itself is not yet recovered, and the write-up says so rather than guessing. Ruled out and recorded: uncompressed f32 vertices (the longest plausible float run in 16.9 MB is a run of zeros in the collision block, so vertices are packed); GS packet tags at every position (0xE0..0xEF is frequent but uniform, which is what packed data looks like); and a 48-byte record stride (the pattern repeats at 64). Also confirmed this session: the core header base is offset 0 with certainty, because the compressed and decompressed sizes of core_data appear at the same offsets (0x88 and 0x8c) in all 27 levels' core_index. And the occlusion block at the header's 0x0c offset reads as an ascending u16 array of 65 values before restarting, consistent with per-cell visibility records. No code change: this is the reverse-engineering record for the next parser. 75 unit tests, clippy clean. |
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16c04db559 |
Fix level extents read as bytes, and extract the level geometry
A defect in the Phase 1 extractor, found by reading the data extent's contents: level extents are declared in sector counts, the generic G/ pair table uses byte counts, and level containers were being routed through the generic path. So LEVEL0.WAD's data extent -- 6,484 sectors -- was taken as 6,484 bytes. Every test still passed, because a truncated file is still a file. The extent's own header gave it away: it declares an uncompressed total of 13,277,920 bytes, and 13,277,920 / 6,484 is 2047.7. A ratio landing on 2048 is a unit error, not a compression ratio. Across 27 levels this had been discarding roughly 300 MB of level content. Level containers now go through the typed LevelHeader instead. Level 0 yields: data.bin 13,279,232 the data extent core_data.wad 9,738,678 the geometry, compressed core_data.bin 16,969,296 the geometry, decompressed core_index.bin 31,600 the geometry directory gameplay.bin 659,456 sound_bank.bin 1,503,232 core_data is a WAD LZ77 stream -- the format already implemented for the game -- and it decompresses cleanly. The first real level content this project has recovered. New: LevelDataHeader parses the data extent's own header, a table of byte ranges naming the level overlay executable, the geometry directory, the GS RAM image, the HUD banks and the geometry. Note this is a third meaning for a "size" field on the same disc, after sector counts in the level header and byte counts in the generic table; all three are documented together in level-data.md so the next parser does not rediscover this the hard way. The geometry directory's offsets were checked against the geometry rather than taken on trust: all twelve land inside the 16.9 MB of decompressed core_data, which is what confirms the header is being read correctly. The class tables themselves do not yet decode under the documented layout, and that is recorded as open work in plan/level-assets.md rather than papered over. 75 unit tests, 9 integration tests against the real disc. Hash table regenerated at 5,159 files and 5,671,915,799 bytes -- hashes only, no content. Extraction now writes to ~/Documents/gc-extracted rather than /tmp, which is 16 GB and did not have room for a 5.3 GB output. |
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a9e43e39c1 |
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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027373e65b |
Add the disc pipeline: identify, unpack and verify
Phase 1 of the roadmap. The disc is now turned into verified asset files, and
the result is checked against a committed hash table rather than against
whatever happens to be on disk.
gc-extract identify disc.iso SCUS_972.68 v1.01 NTSC, ELF SHA-1 matches
gc-extract unpack disc.iso out/ 5135 files, 4,500,106,960 bytes, 10.8s
gc-extract verify out/ table.tsv OK: 5135 files match
All 92 G/*.WAD containers parse. MPEG1 and MPEG2 are raw video and pass
through whole; the other 90 are indexed containers whose extents are extracted
individually.
Formats recovered and written up in docs/formats/:
- iso9660.rs. R&C2 lists its assets in the filesystem, unlike R&C1, so a
directory walk is the primary asset index. Three details that all fail
quietly rather than loudly: directory records store every 32-bit field twice
(little-endian then big-endian), the CD001 signature is at sector offset 1
rather than 0x8001, and the directory flag at record offset 25 is
authoritative where the identifier's trailing slash is not.
- global_wad.rs. Container headers hold a table of extents. All 92 indexed
containers use {offset in sectors, size in bytes}. Measured, not assumed: the
sector-count reading places every entry of all 27 LEVEL<n> and all 27
AUDIO<n> containers out of range, while the byte reading places all of them
correctly. SCENE<n> is the one exception, a flat sector list whose extents
are sized by the next value.
- wad.rs. Insomniac's LZ77 stream: four flag-selected packet classes, with 0-3
trailing literal bytes per packet carried in unused low bits. This is not a
bit stream, which is why it resists the usual LZ77 reading.
- buf.rs. A bounds-checked reader, so untrusted 2003 disc data produces typed
errors rather than panics.
gc-extract carries the three stages and a SHA-1 implementation with FIPS 180-4
test vectors, so identification works without pulling in a crypto dependency.
Verification: 54 unit tests, plus four integration tests that run only when
GC_DISC names a disc. Those four check identification against the recorded
values, cross-check the Rust identifier against tools/identify-disc.py, parse
all 92 containers, and confirm a full unpack matches the committed table. The
committed table is 316 KB of sizes and SHA-1s for all 5,135 files: hashes only,
no game content, so it is safe to version and it turns "matches retail" into
something a test can assert.
docs/plan/disc-pipeline.md records two wrong turns, because both are easy to
repeat and both failed by producing plausible wrong output rather than an
error: the container table was read backwards, and the LZ77 stream was modelled
as a bit stream. The first survived because it happened to be correct on the
one container used for manual checking.
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a02f79a6d1 |
Initialise native Rust port of Ratchet & Clank: Going Commando
Sets up the foundation for reimplementing the PS2 game in Rust rather than emulating it. Nothing is implemented yet; this is the scaffold, the verified target and the working agreements that keep a long project coherent. Target disc, verified against a real image: SCUS_972.68 v1.01, USA Black Label, NTSC 60 Hz boot ELF 2,618,684 bytes, SHA-1 bacda860...d098a77, entry 0x00131AE8 The entry point independently matches the value recorded by the rac2-gc-decomp community reference, which cross-confirms the identification. This is the exact build the upstream research pins; Greatest Hits v2.00 is a different binary and is not the target. NTSC matters beyond label compatibility: PAL discs run 50 Hz, which would make chargeboots and other speed-sensitive movement run at 5/6 speed. Verifying the disc before writing movement code avoids discovering that in Phase 5. Contents: - Five-crate workspace (formats, extract, game, video, engine) on Bevy 0.19.1, matching the version ReRAC uses so its Graphics Synthesizer and VU work stays portable. `cargo check --workspace` is clean. - tools/identify-disc.py, which reproduces the identification against any disc image and distinguishes a truncated dump from a non-PS2 image. - .githooks/pre-commit, refusing game data from entering git history: disc image extensions, asset directories, container signatures at offset 0, and files over 50 MiB. Verified against seven cases including a disc image renamed to look like source. Now that this pushes to a remote, this matters more than it would have locally. - AGENTS.md, the operating agreements: no game data ever, reproduce the PS2 float model rather than approximating it, bound every read, verify against the real disc. - PROVENANCE.md, recording that this follows ReRAC (ISC) and learns from rac2-gc-decomp (MIT). Wrench is used as a written specification only and no GPLv3 code is copied, since that would relicense everything derived from it. RAC2Decomp is explicitly not used: its provenance is disputed in the upstream community reference, and it targets the wrong region. - docs/roadmap.md, phased so the riskiest unknowns are retired early. The two that matter: overlay relocation transfers from ReRAC and makes 27 level overlays tractable, while VU1 microcode is binary and is the hardest single item. Phase 5 is a deliberately scoped Veldin vertical slice as the go/no-go. |