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Going-Commando/docs/plan/level-assets.md
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ReaperOfVeriod 9459f15329 Parse tfrag topology: vertex info, strips, indices and triangles
Turns tfrag positions into drawable geometry. Every unpack in a patch's
VIF lists is now classified by format *and* destination VU address, using
the VU header at the head of the common list. That table is what tells
the strips from the indices from the parent arrays: they are all V4_8
and only the address distinguishes them.

Strip indices address the vertex-info array, not the position array.
Several vertex-info entries can share a position, so an index resolves
through vertex_info[i].vertex / 2 to reach a position. Vertex-info also
carries UVs and the LOD parent link.

A strip run of n vertices is a GS triangle strip of n - 2 triangles with
alternating winding. The vertex count is biased by -128 when negative,
and the first record of a list is always biased even when positive --
real patches open with -116 or -124, never a small positive number.

tri_count lives 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, every
triangle index inside its LOD's vertex-info range.

Four wrong turns got there, each of which failed quietly rather than
loudly: reading the element size from the immediate instead of the
command, 2-byte payload padding instead of 4, ignoring the inline
payload of STROW/STCOL/STMASK/MPG/DIRECT, and banking strips by arrival
order instead of by LOD. Every one produced parseable, plausible geometry.
Only the header's own triangle count caught them.

Still open: ad-gif texture bindings, per-vertex RGBA and light records,
and the LOD switch and morph rules.
2026-10-10 02:15:32 +02:00

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# 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:
```text
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`](../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`: a compression we have not identified
This is the one genuinely puzzling result so far, and it is worth recording in
full because the next attempt will otherwise repeat the work.
The extent begins:
```text
offset 0 57 41 44 "WAD"
offset 3 79 0d 0a 0d <- varies per level
offset 4+ <payload>
```
The variation is the tell. For the LZ77 WAD container the fourth byte is part of
a 32-bit little-endian length; here byte 3 differs per level (0x79, 0x3a, 0xd8,
0xa9, ...) while byte 4 is a small count (13, 88, 13, 105, 163, ...) and bytes 6
and 7 are always zero.
**Attempt: treat it as the known WAD LZ77 stream.** Decoded all 27 levels with
the decoder in `wad.rs`, starting after an 8-byte header. Every one produces
plausible output for the first packet — `0000 0000 0000 0750 0100 0020 2b0c...`
looks like real level data — and then fails on all 27 with "adjacent literal
packets", which the format's encoder never emits.
A uniform failure on all 27 inputs means the input is wrong, not the decoder.
Ruled out:
- **Bit order.** The WAD container is a flag-byte packet stream, not a bit
stream, so no ordering applies. Both orderings fail identically.
- **Header length.** Tried 8 bytes. A different skip would not fix a failure
that occurs uniformly in the first few packets.
- **The WAD format at all.** The first packet (flag `0x00`) decodes cleanly as a
literal run of 18 bytes, which is *why* it looks plausible, but the run
immediately after breaks the format's own rule. Whatever this is, it is not
WAD LZ77.
Next to try, in order of cheapness:
1. Whether the payload is uncompressed and the header is a table. `(len - 8)`
is 196..497 across the levels and divides by neither 8 nor a plausible stride,
which argues against a flat pair table — but a *variable-length* table
(counts of counts) fits that range.
2. Whether byte 4 is an entry count and bytes 5.. are records of a fixed but
non-obvious width.
3. Whether the LZ77 variant differs only in the "adjacent literals" rule.
None of these is expensive to test; each is a few lines against all 27 levels at
once. The right move is to write a throwaway script that tries many hypotheses
across all 27 and reports which produce self-consistent results — the approach
that worked for the container pair table, where "does this hold on every level"
was the discriminator that the sector/byte ambiguity failed.
## `sound_bank`: signatures found, structure unknown
```text
+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:
```text
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**. What is established is the region
layout and that terrain is vertex-soup packed alongside inline texels — which
means the vertex format must be identified from a longer run than a single
record, most likely by locating a run of vertices whose magnitudes are bounded
by the planet radius and whose Y values vary smoothly.
## 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.
### Still open
The ad-gif texture bindings (which texture each primitive samples), the RGBA
per-vertex colours and light records, and the LOD switch and morph rules in
`TfragProc`. Positions and topology are drawable but not yet textured.