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.
10 lines
154 B
Rust
10 lines
154 B
Rust
pub mod buf;
|
|
pub mod global_wad;
|
|
pub mod iso9660;
|
|
pub mod level_core;
|
|
pub mod level_data;
|
|
pub mod level_wad;
|
|
pub mod texture;
|
|
pub mod tfrag;
|
|
pub mod wad;
|