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ReaperOfVeriod 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.
2026-10-09 16:28:26 +02:00

3.9 KiB
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The level data extent

Target: SCUS_972.68 v1.01. Implementation: crates/gc-formats/src/level_data.rs.

The data extent of each LEVEL<n>.WAD is the level's own container. It holds the level's executable, the geometry directory, the Graphics Synthesizer RAM image, the HUD banks and the geometry itself, each at a byte offset declared by a table at the start of the extent.

Header

offset  size  field
0x00    8     overlay              the level's executable
0x08    8     core_index           the geometry directory
0x10    8     gs_ram               Graphics Synthesizer RAM image
0x18    8     hud_header
0x20    40    hud_banks[5]
0x48    8     core_data            the compressed geometry
0x50    8     transition_textures

Every field is {offset, size} in bytes relative to the start of the extent. The table is 0x58 bytes and the first extent starts at 0x80, leaving 40 bytes unused.

Level 0, measured:

Extent Offset Size
overlay 128 2,751,268
core_index 2,751,424 31,600
gs_ram 2,783,040 518,656
hud_header 3,301,696 4,060
hud_banks[0..4] 3,305,792 … 44,935 / 138,675 / 16 / 16 / 34,286
core_data 3,523,904 9,738,678
transition_textures 13,262,592 15,328

Extents are ordered and non-overlapping but not gap-free: 28 bytes separate the end of the overlay from the start of core_index. The test asserts ordering rather than tiling for that reason.

A third convention for sizes

Three different meanings for a "size" field appear on this disc. All three are byte offsets; the size unit differs:

Where Size unit
LEVEL<n>.WAD named extents sectors
G/*.WAD generic pair table bytes
data extent header bytes

The first of those was a real bug: the extractor read level extents through the generic path, taking a 6,484-sector extent as 6,484 bytes and losing 13 MB of every level. See ../plan/level-assets.md.

core_data: the geometry

The largest extent, and a WAD LZ77 stream — the format in wad.md, with a 16-byte header whose declared size equals the whole extent, i.e. the stream spans it exactly.

Level 0 decompresses from 9,738,678 to 16,969,296 bytes, a 1.74× ratio. It contains the four geometry subsystems (tfrag terrain, tie environment instances, shrub foliage, moby actors), sky shells, collision and particles.

core_index: the geometry directory

A 31,600-byte structure at the head of which sits a header of offsets into core_data. On level 0:

Field Value Lands inside core_data
gs_ram 404, count 18,704 yes
occlusion 2,117,888 yes
sky 2,192,576 yes
collision 2,615,232 yes
moby_classes 238 yes
tie_classes 74 yes
shrub_classes 7 yes
tfrag_textures 93 yes
moby_textures 168 yes
textures_base 3,518,848 yes
part_bank 8,141,696 yes
fx_bank 8,332,160 yes

Every offset falls inside the 16.9 MB core_data, which is the evidence that the header is being read correctly.

sun and collision at their offsets begin with plausible structure — the collision block opens 40 00 00 00 50 c8 0d 00, a plausible count followed by a size.

Not yet resolved: the ArrayRange fields (moby_classes and friends) do not decode to a usable class table under the documented layout. Offsets and counts read as plausible numbers but the entries they point at are not valid {offset, o_class} records. The GC core header layout differs from the documented R&C1 one in a way not yet determined. Recorded in ../plan/level-assets.md; this is the next thing to resolve.

Provenance

The structure matches GcUyaLevelDataHeader in the Wrench project (https://github.com/chaoticgd/wrench, GPLv3). No Wrench code is copied — see PROVENANCE.md. Everything here is written from the specification and verified against all 27 levels on this disc.