Files
Going-Commando/crates/gc-extract/tests
ReaperOfVeriod 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.
2026-10-11 02:03:31 +02:00
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