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 True, but it was a false lead that has since been superseded by the VIF1 framing.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.
5.8 KiB
The level container (LEVEL<n>.WAD)
Target: SCUS_972.68 v1.01. 27 containers.
The first typed structure in this project, and the one that turns the generic
container table of global-wad.md into named, individually
parseable assets. Implementation: crates/gc-formats/src/level_wad.rs.
Header
All 27 level containers begin with the same 0x60-byte header:
offset size field
0x00 4 header size, 0x60 on every level
0x04 4 zero on every level; written by the game at load time
0x08 4 level id
0x0c 4 reverb configuration index
0x10 8 data geometry: tfrag, tie, shrub, moby, sky, textures
0x18 8 sound_bank
0x20 8 gameplay
0x28 8 occlusion
0x30 48 three {offset, size} chunk descriptors
Sizes here are sector counts. This is the opposite of the generic pair table
in the G/ containers, where sizes are byte counts. Both appear on the same
disc, so reading one as the other produces extents that are wrong by a factor of
2048 and that still look plausible. See "Two fields, two meanings" below.
Extents
The four named extents appear in the file in an order that is not the order of the fields in the header:
sound_bank data gameplay occlusion
Level 0, measured:
| Part | Offset | Sectors | Bytes | Unpacked to |
|---|---|---|---|---|
| sound_bank | 1 | 734 | 1.50 MB | level0/0002.bin |
| data | 735 | 6,484 | 13.28 MB | level0/0001.bin |
| gameplay | 7,219 | 322 | 0.66 MB | level0/0003.bin |
| occlusion | 7,541 | 12 | 0.02 MB | level0/0004.bin |
The numbering of the unpacked files follows the header's field order, so the
data extent is 0001.bin while it is physically second in the container. Both
orderings are worth keeping straight; the typed header exists so callers never
have to.
data is where the level's visible content lives and is the target of the next
phase.
Two fields, two meanings
This is the trap in this format, and it is worth stating plainly because both readings type-check.
| Where | Size field is |
|---|---|
G/*.WAD generic pair table |
bytes |
LEVEL<n>.WAD named extents |
sectors |
Measured across all 92 indexed pair containers, the byte reading places every entry inside its file while the sector reading does not. Measured across all 27 level headers, the sector reading tiles each container exactly.
If the level header's sizes were read as bytes, sound_bank on level 0 would
claim 734 bytes starting at sector 1, and data would start at byte offset 735
— inside the sound bank. The extents would overlap, which is the symptom to
look for.
Invariants, as measured on all 27 levels
These are the checks the parser is validated against, and each holds everywhere rather than on one sample:
-
Extent order and tiling. Each extent's end is the next extent's start. 27 of 27.
-
The runtime sector field at
0x04is zero. 27 of 27. It is not the container size and must not be used as one — the container's length comes from the ISO directory entry. -
Extent coverage.
sound_bank + data + gameplay + occlusion + chunksalways reaches at least the end of the container. 21 of 27 land on exactly the container's sector length; 6 leave between 134 and 689 sectors of trailing data past the last named extent (levels 1, 2, 4, 11, 19, 20).The 21-level case ends one sector past the file end. The header occupies sector 0 and the extents begin at sector 1, so this is ordinary sector rounding rather than an error. The correct assertion is therefore
>=, not equality — asserting equality would truncate the tail of a level. -
Level id equals container index on 26 of 27 levels.
LEVEL21.WADreports id 30.
Level ids are not file order
Point 4 matters enough to state separately. LEVEL21.WAD has id = 30, so the
container's position in the directory is not the level's identity. Some level
was cut from the disc and its number is not reused, leaving a gap.
Anything that keys off file order — a save slot, a planet select screen, the
moby class table — would silently mislabel that planet. Use the header's id.
The ISO filesystem also sorts names alphabetically, so LEVEL10.WAD precedes
LEVEL2.WAD. Tests and tools that care about order must sort numerically.
Chunk descriptors
0x30..0x60 holds three {offset, size} pairs in sector counts, following the
named extents. They are populated on 6 levels (1, 2, 4, 7, 8, 11, 19, 20 — of
which some are the trailing-data levels) and zero elsewhere. Their contents are
not yet identified.
Not yet parsed
data— the geometry. Parsed throughlevel-data.md;core_index,gs_ramandcore_dataare read, andcore_datadecompresses.gameplay— a WAD LZ77 stream, exactly likecore_data, and it decompresses. The magic isWADy\r\n: byte 3 is0x79on level 0 rather than0x0d, which reads as a per-level variation but is just part of the 32-bit little-endian stream length. Decompressed it holds the level's light bank — 5 directional light sets on level 0. The earlier reading of "not a WAD" came from parsing the compressed bytes; see../plan/level-assets.md.sound_bank— begins withSBlkat+24andDAWat+36; both signatures are present in all 27 levels.occlusion— 2 to 25 sectors. Small enough to read fully.
Provenance
The header layout matches the GcUyaLevelWadHeader structure documented by the
Wrench project (https://github.com/chaoticgd/wrench, GPLv3). No Wrench code
is copied — see PROVENANCE.md. The structure here is written from the
specification and every field is verified against all 27 levels on this disc.
The two facts that the documentation does not state — the sector-count sizes and
the LEVEL21 id divergence — were measured here.