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Going-Commando/docs/formats/level-wad.md
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ReaperOfVeriod a9e43e39c1 Parse the level container header, naming each level's four extents
The first typed structure read from real data. Every one of the 27 level
containers begins with the same 0x60-byte header, which turns the generic pair
table into named assets: data, sound_bank, gameplay and occlusion, plus three
chunk descriptors.

Two things about this header are worth stating because both are silent failures
rather than errors.

Sizes here are sector counts, not byte counts. The generic G/ pair table on the
same disc uses byte counts, so both readings type-check and the wrong one is off
by a factor of 2048. The tiling check settles it: read as sectors, the four
extents tile every one of the 27 containers exactly; read as bytes they overlap
each other.

Level id is not container order. LEVEL21.WAD reports id 30, so a level was cut
from the disc and its number left a gap. Anything keying off file order -- a
save slot, the planet select screen -- would mislabel that planet. There is also
a second trap in the same area: the ISO filesystem sorts names alphabetically, so
LEVEL10 precedes LEVEL2, and any tool needing order has to sort numerically.

The header's field at 0x04 is zero on all 27 levels. It is not the container
size despite looking like one, so the code reads it as a runtime field and takes
the container length from the ISO entry instead.

Measured across all 27 levels, three invariants now hold in tests: extents tile
in file order; extent coverage plus chunks reaches at least the end of the
container (21 levels land exactly on its length, 6 leave 134 to 689 sectors of
trailing data); and exactly one level's id differs from its container index. The
coverage assertion is >= rather than == on purpose -- 21 levels end one sector
past the file end because the header occupies sector 0, and asserting equality
would truncate a level's tail.

gameplay is left unparsed and that is recorded rather than hidden. It begins
"WAD" plus a per-level byte and does not decode with the WAD LZ77 decoder: all
27 levels produce plausible output for the first packet and then fail on a rule
the format's own encoder never breaks, which means the input is wrong rather
than the decoder. docs/plan/level-assets.md records what is ruled out and what
to try next.

66 unit tests, plus 7 integration tests against the real disc. The unpack hash
table is unchanged, so this adds parsing without altering the pipeline.
2026-10-09 16:20:25 +02:00

5.7 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:

  1. Extent order and tiling. Each extent's end is the next extent's start. 27 of 27.

  2. The runtime sector field at 0x04 is 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.

  3. Extent coverage. sound_bank + data + gameplay + occlusion + chunks always 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.

  4. Level id equals container index on 26 of 27 levels. LEVEL21.WAD reports 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. This is the next target and where the visible level comes from: tfrag terrain, tie instances, shrub foliage, moby classes, sky shells and textures.
  • gameplay — begins WAD + a per-level id byte + a count, and behaves like an LZ77 stream but does not decode with the WAD decoder (all 27 levels fail with "adjacent literal packets", which the format forbids). It is a different compression, or a different framing. Recorded in ../plan/level-assets.md.
  • sound_bank — begins with SBlk at +24 and DAW at +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.