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Going-Commando/docs/plan/level-assets.md
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ReaperOfVeriod 1f96ef09b9 Record core index field order, sky and moby findings
Three things this session that are cheap to rediscover wrongly and
expensive to rediscover wrongly twice.

The core index interleaves single-word region offsets with count/offset
pairs, so gs_ram and the three class tables are two words each while
tfrags..collision are one. Treating the pairs as single words shifts
every field after them, which is how collision got read as sky and
produced a page of implausible collision headers on all 27 levels.

Sky is not uniform. Most levels share a header shape, but level 2 carries
extra fields and the count word at +0x0a over-reports against the number
of real offset slots, so no single fixed header fits.

Moby geometry starts with zero words rather than a header and then packed
half-float VIF data. Not decoded; recorded so the next attempt starts
from the data instead of re-deriving the layout.
2026-10-11 02:25:47 +02:00

38 KiB
Raw Blame History

Level assets

Phase 2 work record. What has been established about the four extents inside each LEVEL<n>.WAD, and what remains.

A bug found and fixed

Reading the data extent's contents exposed a defect in the Phase 1 extractor.

Level extents are declared in sector counts; the generic G/ pair table uses byte counts. The extractor routed level containers through the generic path, so LEVEL0.WAD's data extent — 6,484 sectors — was taken as 6,484 bytes. Level 0 yielded a 6,484-byte "geometry" file instead of 13,279,232 bytes. Across 27 levels that silently discarded roughly 300 MB of level content while every test still passed.

The tell was arithmetic, not a crash: the extent's own header declared an uncompressed total of 13,277,920 bytes, and the ratio against the 6,484-byte file was 2047.7× — one sector, to within rounding. A ratio that lands on 2048 is a unit error.

Fixed by extracting level containers through the typed LevelHeader instead of the generic table. Level 0 now yields:

data.bin         13,279,232   the level container's 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

Lesson: a unit error is invisible to a type system and to a passing test. The check that catches it is arithmetic against an independent number the file itself declares. Any extent whose contents describe a larger structure should have that structure's own total compared against the extent.

Done: the container header

crates/gc-formats/src/level_wad.rs parses the 0x60-byte header on all 27 levels and names the four extents. See ../formats/level-wad.md for the layout and the measured invariants.

Two facts worth carrying forward:

  • Sizes in this header are sector counts, unlike the generic G/*.WAD pair table where they are byte counts. Both are on the same disc.
  • LEVEL21.WAD reports level id 30. Container order is not level identity.

gameplay: solved, and the old answer was wrong

It is a WAD LZ77 stream. It decompresses with the decoder in wad.rs like core_data does, and the decompressed extent holds the level's light bank.

This section used to be the longest open question here, and it was wrong. The reasoning was sound and the conclusion was not: byte 3 of the magic is 0x79 on level 0 rather than the 0x0d the WAD docs suggest, which reads as a per-level variation; but byte 3 is part of the 32-bit little-endian stream length, and 0x0a0d79 is simply level 0's compressed length. An earlier attempt decompressed "starting after an 8-byte header" and read the resulting garbage as evidence of a different format.

The failure mode is the one worth keeping: a uniform failure on all 27 inputs was taken to mean the decoder was wrong, when it meant the data was being handed over uncompressed. A positive control -- decompress it and look at the result -- was never run, and it would have answered the question in one line.

See "The light bank was there the whole time" below.

sound_bank: signatures found, structure unknown

+0x18  "SBlk"   present in all 27 levels
+0x24  "DAW"    present in all 27 levels

Sizes 458..833 bytes. Too small to be the level's audio; likely an index into the global AUDIO.WAD.

occlusion: header located, contents a u16 array

The header's occlusion offset (0x0c) is trustworthy — every offset in it lands inside core_data. Level 0's occlusion block starts at 2,117,888 and reads as a u16 array:

5152 0 12 23 14 19 24 29 32 35 38 41 44 47 50 53 56 59 65 82 96 100 113 126 143 164 183 ...

An ascending run of 65 values with mostly small differences, then it restarts. That is consistent with per-cell visibility records rather than geometry. The meaning of the pairs — and the 0 that ends each group — is not yet established.

sky: plausible, unparsed

Header offset 0x10 = 2,192,576. Opens 0 0 0 0 0 0 6 0 0 0 0 0 5 0 0 0 40 0 0 0 c0 0 0 0 40 ... — small values including 64 and 192, which look like sky-shell counts and dimensions rather than offsets.

tfrag region: [0, occlusion)

The header's fields at 0x0c, 0x10, 0x14 and 0x60 are offsets, and they are strictly increasing on all 27 levels. The differences between them give region sizes that are plausible on every level:

Region Range Level 0 size
tfrag [0, occlusion) 2.12 MB
occlusion [occlusion, sky) 0.07 MB
sky [sky, collision) 0.42 MB
collision [collision, textures_base) 0.90 MB

Ruled out: reading 0x0c/0x10/0x14 as sizes laid end to end. The cumulative total does not reach textures_base on any level, and the byte at the start of each supposed region is not a plausible structure. The offsets model is the one that holds everywhere.

What is in the terrain region

Textures are stored inline with the geometry, not in a separate bank. A scan for the PS2 texel pattern 18 18 18 80 (grey texels with the 0x80 alpha that means "opaque" in the GS's convention) finds 6,739 occurrences spread across 138 clusters, the first at 0xd9f8 — inside the tfrag region. So terrain carries its own texels, and textures_base names something else.

Earlier claims in this file that have since been disproven:

  • "The terrain is 382 records of 64 bytes." The 0x48 byte at offset +3 is simply the most common byte in the region (945 of 2000 sampled slots); it is not a record marker. Over 33,091 slots at that position only 4,127 hold 0x48.
  • "Byte +3 is constant at 0x48 across 300 records." True for the first 382 records and false beyond, which is how the false pattern was found.
  • "Coordinates are fixed-point s16 with a scale of 8." The scale-8 reading is supported by one coincidence (17,496 / 8 = 2,187, the planet radius) but no grouping of the record into triples yields points on a sphere of that radius. Tested: every stride from 2 to 16 bytes, every starting offset, three and four components. Best result 5.0% of points on-sphere, which is chance.

So the record framing is not recovered — but that framing was a false lead, and the terrain has since been parsed in full. This section records the wrong turn and is kept only so it is not repeated.

The region layout below is right and terrain really is packed alongside inline texels, but the "64-byte record" idea was the wrong way in. Tfrags are not a flat vertex table: they are VIF1 command lists whose unpacks are classified by format and destination VU address, and the vertices come out of a V3_16 unpack spread across three lists per patch. See "tfrag terrain" below for the framing that works and the four wrong turns along the way.

The lesson is the recurring one in this file: a hypothesis that produces plausible-looking output is not thereby recovered, and a "ruled out" entry is only as good as the control it was tested against.

Where the class tables are not

The header's moby_classes and friends do not decode. Read as (offset, count) they give plausible numbers, but the entries at those offsets are not valid records. Ruled out:

  • Field order. Both (offset, count) and (count, offset) produce garbage.
  • Stride. Tried 8, 16 and 32 bytes per entry.
  • Which file the offsets index. Tried core_data and core_index.
  • Header base. Not the issue: the compressed size (0x88) and decompressed size (0x8c) of core_data appear at the same offsets in all 27 levels' core_index, which pins the header base at 0 with certainty.

One observation worth keeping: every second value in the class-table fields is exactly divisible by 16, and they increase monotonically across the nine tables. That is consistent with count * 16 sizes, but the corresponding offsets cluster at the very start of the file and do not yield valid records either.

The discriminator used to reject candidates is worth stating, because weaker tests produce false positives: a real class table's offset_in_asset_wad values increase. A search for "32-byte records with increasing offsets" returns several hundred candidates across the file, and the top one turned out to be a texture table whose o_class field merely happened to equal offset + 16. Scoring on plausibility alone is not enough; the entries have to actually chain.

Next: rather than guess the header further, identify tfrag by its own structure. Terrain is the largest subsystem and the one that decides whether anything draws, so it is the right next target even though it is the harder one.

(Done — see "tfrag terrain" below. Identifying tfrag by its own structure worked where the class-table guess did not.)

data: the real target, untouched

6,484 sectors on level 0, down to 2,102 on level 24 — 4.2 to 21.9 MB. This is the level's geometry and the largest thing in the container. Next target.

What is known from the community reference and from Insomniac's engine family: it splits into four geometry subsystems — tfrag (terrain fragments), tie (instanced environment structures), shrub (foliage) and moby (dynamic actors) — plus sky shells, collision data and textures. ReRAC's documentation of the equivalent structures in the first game is the closest reference available, though R&C2's spherical worlds change how they are used.

Order of work

  1. gameplay — smallest, fully bounded, and the format is identified enough to make progress. A win here validates the approach before the large effort.
  2. occlusion — tiny.
  3. sound_bank — small.
  4. data — the large one, and the one that decides whether anything renders.

Doing the small extents first is not just convenience: each one is a contained reverse-engineering problem that either resolves or tells us something, whereas data will keep producing ambiguous readings until we have something to check them against.

Method note

Every format question this phase has been settled the same way: write the hypothesis, test it against all 27 levels at once, and require an invariant that holds everywhere. The sector/byte ambiguity in Phase 1 survived because it happened to be correct on the one container checked by hand. The level header was fixed in a single pass because the tiling check failed immediately on levels 1, 2, 4, 7, 8, 11, 19 and 20.

tfrag terrain: block structure and vertex positions

Settled. gc-formats::tfrag parses the block, and a gated test decodes every patch on all 27 levels.

Block and patch framing

The tfrags block opens with a 12-byte header: table_offset (always 0x40), tfrag_count, and an f32 LOD distance (32.0). The patch table follows at table_offset, tfrag_count records of 0x40 bytes each. On level 0 that is 833 patches.

A patch header's data offset is relative to table_offset, not to the start of the block. Getting this wrong happens to work for the first patch and silently produces garbage afterwards.

Positions live in three lists, not one

vert_count is the total across all three position tiers. Within a patch's data block the VIF lists do not run in ascending offset order — the LOD-2 list sits before the common list — and the LOD-0-only list has no offset of its own, starting instead at shared_ofs + lod_1_size * 16. The ranges, in transfer order, are:

List Range (from the patch data block) Holds
common shared_ofs .. lod_1_ofs VU header, ad-gifs, vertex info, origin, positions
LOD 2 lod_2_ofs .. shared_ofs strips, indices
LOD 1 lod_1_ofs .. lod_0_ofs strips, indices
LOD 0+1 lod_0_ofs .. shared_ofs + lod_1_size*16 parents, vertex info, positions
LOD 0 shared_ofs + lod_1_size*16 .. rgba_ofs positions, strips, indices, parents

Scanning only the common list and expecting num == vert_count finds positions in roughly a quarter of patches. The other three quarters keep most of their positions in the LOD lists. That was the first wrong turn and it looked plausible: every patch it did match matched exactly.

The VIF1 code word

Two rules had to be right before any of this worked, and both were wrong on the first attempt.

The vector format lives in the command byte, not the immediate. Bits 2-3 of the command are vn (component count minus one) and bits 0-1 are vl (0 = 32-bit, 1 = 16-bit, 2 = 8-bit, 3 = 5-bit), so

element_size = ((32 >> vl) * (vn + 1)) / 8

Terrain positions are vn=2, vl=1 — command 0x69 — at 6 bytes each. Reading the format out of the immediate's low nibble, which is the more commonly quoted layout, yields 12 or 16 bytes and quietly misaligns everything after it.

Unpack payloads pad to 4 bytes, and several non-unpack commands carry inline data. An unpack advances (count * element_size + 3) & !3. STROW/STCOL carry 16 bytes, STMASK 4, MPG num * 8, DIRECT/DIRECTHL imm * 16; every other non-unpack is a bare 4-byte code word. Ignoring the first four desynchronises the walk, and a desynchronised walk still finds code words that look like positions — it just finds the wrong number of them.

The 4-byte padding is easy to misread. With 75 elements the payload is 450 bytes and the following word lands at +452, where 0x01000404 (STCYCL) reads perfectly plausibly. The word at +450 is 0x04040000 (ITOP), which is the real one. Taking the plausible-looking reading is how this was briefly wrong.

Verification

Requiring every patch to yield exactly its own vert_count is the invariant that caught both errors, and it is the check the parser is built around: a mismatch means the walk desynchronised, so tfrag_positions returns None rather than partial geometry. Across all 27 levels: 18,102 patches, 821,439 vertices, zero mismatches.

Topology: strips, indices and triangles

Also settled. parse_tfrag walks each list and classifies every unpack by format and destination VU address, using the VU header at the head of the common list (5 V4_16 vectors, unsigned, to address 0). That table is what separates the strips from the indices from the parent arrays — they are all V4_8, and only the address tells them apart.

(vn, vl) Meaning
(3, 1), unsigned, addr 0 the VU header itself
(3, 0) ad-gifs, 5 quadwords each
(2, 1) positions, V3_16
(3, 1) vertex info: UV, LOD parent, own position
(3, 2) strips (signed) and indices (unsigned)

Strip indices address the vertex-info array, not the position array. Several vertex-info entries can share a position, so a strip index resolves through vertex_info[i].vertex / 2 to reach a position.

A strip record is four bytes: a vertex count, a packet flag and an ad-gif offset. A negative count is biased by −128, and the first record of a list is always biased even when its count is positive — a real patch opens with −116 or −124, never a small positive number. A zero count ends the list. A run of n vertices is a GS triangle strip of n − 2 triangles with alternating winding.

Bank the LODs by index, not by arrival. The lists are walked in transfer order but the strip and index arrays have to be stored by which LOD they belong to. Appending them as they are found fills the arrays LOD-2-first, which looks fine until the triangle counts come out low.

Verification

tri_count is stored 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, with every triangle index inside that LOD's vertex-info range and every ad-gif index inside the ad-gif array.

Getting there took four wrong turns, each of which failed quietly: reading the element size from the immediate, 2-byte payload padding, ignoring non-unpack payloads, and banking strips by arrival order. Every one produced parseable, plausible geometry; only the header's own triangle count caught them.

Texture bindings, colours and lights

Also settled. Adds level_core.rs for the index header and the texture table, which is the join between tfrags and texel data.

A tfrag's ad-gifs are five A+D quadwords (0x50 bytes) 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 the two wrap modes. The texture table is a count/offset pair at index offset 0x30, entries of 16 bytes.

The table checks out on its own terms: on level 0 it is 93 entries at 0x2900, and 0x2900 + 93 x 16 lands exactly on the next range at 0x38.

Three details worth writing down:

  • 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, which is -8.56..-5.56 mip levels. Reading the field as unsigned gives 1911 instead of -137.
  • data_hi of TEX1_1 is MMIN, and 4 is LinearMipmapNearest, not LinearMipmapLinear as the bit layout alone suggests.
  • RGBA and the light/normal records are not in the VIF lists. They sit at fixed offsets in the patch's data block: rgba_size * 4 four-byte colours at rgba_ofs, and vert_count eight-byte records at light_ofs + 0x10. The origin also lives there — if no STROW row supplied one, the quadword at light_ofs is the origin.

Verification

Every ad-gif must index a texture that exists, or the geometry and the texture data have been misread independently of each other. Across all 27 levels: 47,950 ad-gifs over 18,102 patches, all indices in range, referencing 1429 of the 1595 level texture entries (90%). Each patch's light array is exactly vert_count records and its RGBA array exactly rgba_size * 4.

Texels: 8-bit indexed images and CSM1 palettes

Settled. Adds texture.rs and makes the pipeline write gs_ram.bin.

A level texture is not pixels, it is palette indices: width * height bytes at core_data[textures_base + data_offset]. The colour comes from a 256-entry CLUT (1024 bytes) in GS RAM at palette * 0x100. gs_ram is a byte range in the level's data extent header at offset 0x10 — 518,656 bytes on level 0 — and the extractor was not writing it out, so nothing could be decoded before this.

Two PS2 conventions have to be honoured, and neither is a design choice:

  • CSM1 CLUT order. Within each 32-entry group the two middle 8-entry blocks are swapped: bits 3 and 4 of the index are exchanged. The remap is an involution.
  • Alpha runs 0..=0x80, not 0..=255. 0x80 is fully opaque and anything above it clamps.

The mip chain splits across two buffers. Levels 0 and 1 are in the texture block, with level 1 immediately after level 0 at data_offset + w*h; 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

Numbers alone do not settle this — every step is a table lookup, so a wrong CLUT remap still yields a well-formed image of the wrong thing. Two layers:

  • Shape. All 1,595 tfrag textures across all 27 levels decode; 96.8% are fully opaque and 96.3% use more than eight distinct colours. A flat, transparent or single-colour result would point at a CLUT or offset mistake.
  • Eyes. gc-extract dump-texture writes any tfrag texture, or any of its mip levels, as a binary PPM. Decoded level 0 texture 0 is a clean bevelled metal panel with rivets and specular highlights; texture 74 is a vent grille whose punched windows come back fully transparent. Both confirm the CLUT remap, the alpha scale and the pixel base at once, which no assertion in the suite does.

That tool is worth keeping: it is the cheapest way to tell a decode that is merely well-formed from one that is right.

LOD selection

Mostly settled. The block header's float at +0x08 gives L, and the switch distances are [D0, D1, D2] = [6L, 4L, 2L] world units; on every level L is 32.0, so [192, 128, 64]. The distance test compares the patch's bounding sphere, truncated to integers, against trunc(D * 1024). Six modes result — LOD 2, LOD 1 collapse, LOD 1 morph, LOD 0 collapse, LOD 0 morph, LOD 0 — and the sphere is what is tested, not the centre, so a patch straddling a threshold takes the coarser mode. That is what stops geometry popping as the camera moves, and it is worth testing for directly: sweeping the depth must never move back to a finer mode.

A morph weight runs 0 to 1 across its tier's band: LOD-01 between D1 and D0, LOD-0 between D2 and D1. Past the far edge of the band an entry is not morphed but replaced by its first parent — a collapse, not a blend.

Parent indices: settled, but only after two corrections

The four V4_8 arrays (parent_indices_lod01, unk_indices_2_lod01, parent_indices_lod0, unk_indices_2_lod0) are classified by VU address, and the addresses are not unique. 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. So address matching alone cannot separate them, and getting it wrong is silent: the arrays still parse, they just hold the wrong numbers.

Two things were needed to fix it, and the first attempt at getting it wrong 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 early analysis compared the unpack's element count against the position counts and concluded that 15,000 patches could not possibly 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 VU address is simply the next tier's. Guarding those two branches on unk_06 != 0 / unk_0a != 0 lets the address fall through to the array that actually exists. This one change took resolved LOD-0 entries from 28,739 to 341,306.

Verification

Every vertex-info entry across all 27 levels is now accounted for: of 886,841 entries, 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 first parent that is real vertex info, a LOD-01 parent that is always a common entry, and three positions inside the patch. A common entry never claims a parent.

Ruled out along the way: address-only classification (addresses collide), and one parent array entry per unpack element (wrong unit).

The origin, and why no parser test could catch it

Positions are i16, so a single patch spans at most +-32 world units around its own origin. The origin comes from an STROW row, and the obvious rule -- the last non-index STROW in the list -- is wrong on RAC2. RAC2 also uses STROW for the per-vertex light records, and those rows come after the origin, so taking the last one yields [186, 186, 186, 186] and every patch collapses onto the world origin.

Nothing in the test suite noticed, and that is the point worth recording:

  • vert_count still matched, because it counts positions, not places.
  • tri_count still matched, because the topology never changed.
  • Every parent, morph target and triangle index still resolved, because those are all relative to the same broken origin.

The entire level fit in a 63 x 62 x 62 unit box centred on the origin, and all of it was self-consistent. Only rendering exposed it, and only because the screenshot put the camera where the bounding spheres said the terrain was.

The rule that works: the origin is the STROW immediately preceding the first V3_16 position unpack in the common list. With that, level 0's vertices span x 86..444, y 46..211, z -477..40, which matches the patch bounding spheres.

Lesson for the rest of the project: a parser can be entirely self-consistent and still describe the wrong thing. Where a value is absolute rather than relative, check it against an independent source -- here, the bounding spheres.

Why the first frame is dark

The renderer draws unlit: texture times the tfrag's own per-vertex colour. That product is genuinely dark -- level 0 patch 0's colours are (25, 26, 26) and (92, 121, 119) in 0..255 -- and the game's lighting is what brightens it.

Trying a host directional light or cranking ambient brightness was the wrong instinct and it showed: with no normals the PBR path is degenerate, so brightness changes did nothing at all. Faking it would also have hidden the gap. The colour attribute is picked up from the mesh automatically, so it is the colour data that is missing lighting, not a flag that was left off.

The real model is LightTfrags. The PS2 float model and the pass itself are now written (gc-engine::ps2, gc-engine::tfrag_light); what is missing is the light bank. The three inputs were:

  • the light records -- already parsed: azimuth and elevation as indices into the overlay's sine table, plus the base colour;
  • the normal table -- now decoded (gc_formats::tfrag_light), and normals are built and fed to the renderer;
  • the light bank from the level's gameplay extent -- not working, see below.

Point lights are a runtime feature, not a level-load one

Every patch on every level has point_lights == 0xffff (none) and dir_lights_one == -1, checked across all 18,102 patches. The eight-slot point light bank is filled by gameplay at run time, not read from the disc.

So point_light_vertex is not missing work for a static level render -- it would light nothing. The directional pass is the complete lighting for a level-load frame, and the point-light path belongs with the hero, explosions and the other things that spawn light.

dir_lights_one == -1 on every patch also means the per-vertex select word is what selects a light set, never the header field -- which is what the implementation uses.

The class tables were not unreadable, only unsized

core_index holds moby, tie and shrub class tables at 0x18, 0x20 and 0x28, followed by the texture tables. They had been ruled out for want of an entry size, and every field order and stride tried.

The sizes are knowable exactly, because each table ends precisely where the next begins:

  • moby 238 entries at 192, 32 bytes each: 192 + 238x32 = 7808 = tie's offset
  • tie 74 at 7808, 32 bytes: 7808 + 74x32 = 10176 = shrub's offset
  • shrub 7 at 10176, 48 bytes: 10176 + 7x48 = 10512 = the tfrag texture table
  • tfrag textures 93 at 10512, 16 bytes: 10512 + 93x16 = 12000 = moby textures

That closes on 27 of 27 levels, which is what makes it evidence rather than a coincidence: any wrong entry size would break the chain immediately.

The class entries are 32 bytes -- {asset offset, class number, two unknown words, 16 bytes of texture slots} -- and a shrub entry adds 16 bytes of billboard slots for 48. Across all 27 levels: 5,796 moby, 1,864 tie and 358 shrub classes, and 1,595 tfrag textures.

Every shrub class on level 0 carries all-zero billboard slots, so the billboard dimensions are optional rather than something to assert on.

The failure here is the third instance of the same shape. The gameplay extent was "an unidentified compression" because it was being 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.

Where the class tables point

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.

That is checkable rather than merely plausible, and a test checks it on all 27 levels:

  • assets_decompressed_size equals core_data's exact length;
  • every class offset is either 0 or inside core_data;
  • 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. On level 0 the moby table's ninth entry is class 4909 at offset 0.

Two assumptions worth discarding: the tables are not sorted by class number (level 0's moby classes 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 -- level 0's four named extents tile the container exactly -- so an asset blob there would be missing almost everywhere.

At the offsets sit raw GS/VIF packet data, not a further container: moby[0] begins 00 00 00 00 3f 16 02 55 6f 6f, tie[0] 00 01 00 00 70 50 00 00, which read as packet headers rather than a magic number.

Tie: the class header only partly matches

Tie is the easy one of the three -- instanced static geometry, no skeleton -- so it is the right place to start.

RAC1's class header is 0x80 bytes. RAC2 agrees with it over the first 0x48: the per-LOD packet offsets, the three LOD distances and o_class all check out. From 0x48 on it does not. lod_info at 0x50 reads back as noise, packet_count and texture_count are zero on every class examined, and the normals offset at 0x0c points 117,788,434 bytes into a 16.9 MB lump.

So only the agreed-on prefix is decoded. The evidence for trusting it:

  • o_class at 0x44 equals the core index's class number on all 1,864 tie classes across all 27 levels. A field landing on the right number that many times is not a coincidence, and it is what pins the header base.
  • The LOD distances are ordered 0 < near < mid < far for 1,784 of 1,864. The 80 exceptions are real, unexplained, and are reported rather than asserted away.

Level 0's first tie class has distances 12.0 / 25.0 / 40.0, which is a plausible prop LOD band, and packet offsets 256, 20,592 and 26,048.

The remainder is not guessed at. A field order that produces plausible output and is wrong is the specific failure this file keeps recording -- the gameplay extent, the tfrag record framing and the class tables have all been it.

Why the frame is still dark: the light bank does not parse on RAC2

The reference frames the bank as "a u32 offset at +0x04, then an i32 count there, then the sets". On RAC2 level 0 that offset is 0xa0d, and the i32 there is 698810368 -- not a count, and not a plausible one. gameplay.bin begins with 0x794e..., not with a header of the shape the reference expects, so RAC2's gameplay extent is not laid out this way, or is compressed before this point.

The pass therefore never runs. Rather than let the renderer quietly draw the stored colours and look plausible, it counts what it lit and says so:

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 honest state, and it is why the frame has not changed. What gameplay.bin actually is, and where RAC2 keeps its light bank, is the open question — 0x794e... looks like it may be a compressed or encrypted container, in which case the bank is somewhere else entirely.

The PS2 float model

gc-engine::ps2 is the EE's FPU on raw u32 bit patterns, and it is not f32:

  • no denormals -- exponent 0 is zero, whatever the mantissa
  • no NaN, no infinity -- exponent 255 is an ordinary value, which means MAX reads back in Rust as NaN. A test asserts exactly that, because it is the clearest single statement of why this module exists.
  • every result truncates toward zero, and 1/3 comes out below 1/3
  • the adder aligns operands: the smaller operand loses the bits more than one below the larger's LSB, and a 25-bit exponent gap returns the larger operand unchanged
  • rsqrt is sqrt-then-divide, with truncation between, not one rounded step

mul, add, div, sqrt, itof12 and max/min all differ from f32 in at least one case a lighting pass will hit. The pass accumulates them across every vertex of every patch, so this is a visible difference rather than a rounding curiosity.

The lighting pass itself

Per vertex: base + A.rgb * max(dA, dA*wA) + B.rgb * max(dB, dB*wB), where base is the record's 5:5:5:1 colour expanded by PEXT5, dA/dB are three-component dot products against the light directions, and wA/wB come out of the colour w lanes. select picks one light set or blends two by bits 8..15 / 256, and a blended direction is re-normalised where an unblended one is not.

One field had to be added to TfragLight to carry this: select, the u16 at +6 of the record. It was briefly reconstructed with an unsafe pointer cast over the struct -- which is exactly the kind of thing that breaks silently the moment a field is reordered, and is now a plain parsed field.

The normal table, and why it is found by searching

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 read from the disc are used as-is 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 -- 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 the byte is what matters, not its sign: entry 200 is read as 200, not as -56.

Given the table, a normal is (cos(az)cos(el), sin(az)cos(el), sin(el)), negated, exactly as decode_normal builds it. The lighting pass itself is base + A.rgb * max(dA, dA*wA) + B.rgb * max(dB, dB*wB) per vertex, and it must be reproduced in the PS2's float model rather than in Rust f32, per the fidelity rule.

Still open

  • Point lights. The directional pass runs; point_light_vertex and its r^2 - |p - L|^2 cull test are not written, and they are the one part of the lighting that is distance-dependent.
  • The GS register set the level load builds from the texture entry (TBP0/TBP1 and so on), for a renderer that emulates the GS rather than resolving texture addresses on the host.
  • The guard-band clip test that sends patches crossing the guard band to the clipping program.
  • Lighting magnitudes. The pass runs and the output is plausible; whether it matches the game needs comparison against reference frames, which needs the PCSX2 loop that is still to come. Nothing in this file establishes it.
  • tie, moby and shrub geometry. The class tables parse and the container they point into is identified (below), but none of the three is decoded yet. Moby is the largest of the three and is skeletal, with an animation evaluator in the microcode; it is the single biggest piece left before the rest of a level can draw.
  • Point lights are spawned by gameplay at runtime and are absent from the disc -- every one of the 18,102 patches has point_lights == 0xffff -- so there is nothing for them to light until the game runs.

A tfrag can now be turned into positioned, UV-mapped, textured, lit triangles, told which LOD to draw, and morphed toward its parents at the right rate. Everything needed for a first frame is parsed, and the frame is verified by screenshot rather than by assertion.

Core index field order (2026-10-11)

Repeatedly re-deriving these by hand wasted real time this session, so the order is written out. It matches LevelCoreHeader::parse in crates/gc-formats/src/level_core.rs:

offset field
0x00 gs_ram count
0x04 gs_ram offset
0x08 tfrags
0x0c occlusion
0x10 sky
0x14 collision
0x18 moby_classes count
0x1c moby_classes offset
0x20 tie_classes count
0x24 tie_classes offset
0x28 shrub_classes count
0x2c shrub_classes offset

Note gs_ram and the three class tables are count/offset pairs, so every one of them is two words. The region offsets (tfrags through collision) are single words. Counting the class tables as one word each shifts every field after them, which is how collision got read as sky and produced a page of implausible collision headers on all 27 levels.

Sky (2026-10-11)

Region is [sky, collision) and is well defined, but the header is not yet decoded and the layout is not uniform.

Reading u16 at the head, most levels give:

+0x00 0
+0x02 0
+0x04 4 or 6      varies per level
+0x06 0
+0x08 0           level 2 is the exception
+0x0a 3..6        looks like a layer count
+0x0c 0
+0x0e 64 (0x40)
+0x10 128 or 192  varies
+0x12 64 (0x40)

Level 2 breaks the pattern: +0x08 is 0x0109 and the three words after the apparent count are shifted and different (80 00 00 00 00 01 00 00 40 00). So a single fixed header does not fit every level, and the count at +0x0a cannot be trusted to be one.

A table of offsets follows at +0x20 for the layers. The offsets ascend and sit in the last 8-15% of the region, but the count of non-zero offsets is sometimes less than the declared count (level 26 declares 6, has 4 real offsets and 2 zero slots). Unresolved.

Moby geometry (2026-10-11)

Class entries are 0x20 bytes in core_index.bin, fields geom_offset, o_class, unknown_8, unknown_c, textures[16]; all 238 level-0 moby classes carry textures == ffff..ff, i.e. no texture slots.

geom_offset points into core_data, and the spans tile without overlap. The data at that offset does not start with a recognisable header -- it opens with zero words and then packed half-float VIF data (55 55 15 3e shows up 4 bytes in). Not decoded.