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 True, but it was a false lead that has since been superseded by the VIF1 framing.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.
624 lines
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624 lines
30 KiB
Markdown
# Level assets
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Phase 2 work record. What has been established about the four extents inside
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each `LEVEL<n>.WAD`, and what remains.
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## A bug found and fixed
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Reading the `data` extent's contents exposed a defect in the Phase 1 extractor.
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Level extents are declared in **sector counts**; the generic `G/` pair table
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uses **byte counts**. The extractor routed level containers through the generic
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path, so `LEVEL0.WAD`'s `data` extent — 6,484 sectors — was taken as 6,484
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*bytes*. Level 0 yielded a 6,484-byte "geometry" file instead of 13,279,232
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bytes. Across 27 levels that silently discarded roughly 300 MB of level content
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while every test still passed.
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The tell was arithmetic, not a crash: the extent's own header declared an
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uncompressed total of 13,277,920 bytes, and the ratio against the 6,484-byte
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file was 2047.7× — one sector, to within rounding. A ratio that lands on 2048
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is a unit error.
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Fixed by extracting level containers through the typed `LevelHeader` instead of
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the generic table. Level 0 now yields:
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```text
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data.bin 13,279,232 the level container's data extent
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core_data.wad 9,738,678 the geometry, compressed
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core_data.bin 16,969,296 the geometry, decompressed
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core_index.bin 31,600 the geometry directory
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gameplay.bin 659,456
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sound_bank.bin 1,503,232
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```
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**Lesson:** a unit error is invisible to a type system and to a passing test. The
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check that catches it is arithmetic against an independent number the file
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itself declares. Any extent whose contents describe a larger structure should
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have that structure's own total compared against the extent.
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## Done: the container header
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`crates/gc-formats/src/level_wad.rs` parses the 0x60-byte header on all 27
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levels and names the four extents. See
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[`../formats/level-wad.md`](../formats/level-wad.md) for the layout and the
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measured invariants.
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Two facts worth carrying forward:
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- **Sizes in this header are sector counts**, unlike the generic `G/*.WAD` pair
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table where they are byte counts. Both are on the same disc.
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- **`LEVEL21.WAD` reports level id 30.** Container order is not level identity.
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## `gameplay`: solved, and the old answer was wrong
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**It is a WAD LZ77 stream.** It decompresses with the decoder in `wad.rs` like
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`core_data` does, and the decompressed extent holds the level's light bank.
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This section used to be the longest open question here, and it was wrong. The
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reasoning was sound and the conclusion was not: byte 3 of the magic is `0x79`
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on level 0 rather than the `0x0d` the WAD docs suggest, which reads as a
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per-level variation; but byte 3 is part of the 32-bit little-endian stream
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length, and `0x0a0d79` is simply level 0's compressed length. An earlier
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attempt decompressed "starting after an 8-byte header" and read the resulting
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garbage as evidence of a different format.
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The failure mode is the one worth keeping: a uniform failure on all 27 inputs
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was taken to mean the decoder was wrong, when it meant the *data* was being
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handed over uncompressed. A positive control -- decompress it and look at the
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result -- was never run, and it would have answered the question in one line.
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See "The light bank was there the whole time" below.
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## `sound_bank`: signatures found, structure unknown
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```text
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+0x18 "SBlk" present in all 27 levels
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+0x24 "DAW" present in all 27 levels
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```
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Sizes 458..833 bytes. Too small to be the level's audio; likely an index into
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the global `AUDIO.WAD`.
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## `occlusion`: header located, contents a u16 array
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The header's `occlusion` offset (0x0c) is trustworthy — every offset in it lands
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inside `core_data`. Level 0's occlusion block starts at 2,117,888 and reads as a
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`u16` array:
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```text
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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 ...
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```
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An ascending run of 65 values with mostly small differences, then it restarts.
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That is consistent with per-cell visibility records rather than geometry. The
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meaning of the pairs — and the 0 that ends each group — is not yet established.
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## `sky`: plausible, unparsed
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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 ...`
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— small values including 64 and 192, which look like sky-shell counts and
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dimensions rather than offsets.
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## `tfrag` region: `[0, occlusion)`
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The header's fields at 0x0c, 0x10, 0x14 and 0x60 are **offsets**, and they are
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strictly increasing on all 27 levels. The differences between them give region
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sizes that are plausible on every level:
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| Region | Range | Level 0 size |
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|---|---|---|
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| tfrag | `[0, occlusion)` | 2.12 MB |
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| occlusion | `[occlusion, sky)` | 0.07 MB |
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| sky | `[sky, collision)` | 0.42 MB |
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| collision | `[collision, textures_base)` | 0.90 MB |
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Ruled out: reading 0x0c/0x10/0x14 as *sizes* laid end to end. The cumulative
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total does not reach `textures_base` on any level, and the byte at the start of
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each supposed region is not a plausible structure. The offsets model is the one
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that holds everywhere.
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### What is in the terrain region
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**Textures are stored inline with the geometry**, not in a separate bank. A scan
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for the PS2 texel pattern `18 18 18 80` (grey texels with the 0x80 alpha that
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means "opaque" in the GS's convention) finds 6,739 occurrences spread across 138
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clusters, the first at `0xd9f8` — inside the tfrag region. So terrain carries its
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own texels, and `textures_base` names something else.
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Earlier claims in this file that have since been **disproven**:
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- ~~"The terrain is 382 records of 64 bytes."~~ The 0x48 byte at offset +3 is
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simply the most common byte in the region (945 of 2000 sampled slots); it is
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not a record marker. Over 33,091 slots at that position only 4,127 hold 0x48.
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- ~~"Byte +3 is constant at 0x48 across 300 records."~~ True for the first 382
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records and false beyond, which is how the false pattern was found.
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- ~~"Coordinates are fixed-point s16 with a scale of 8."~~ The scale-8 reading
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is supported by one coincidence (17,496 / 8 = 2,187, the planet radius) but no
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grouping of the record into triples yields points on a sphere of that radius.
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Tested: every stride from 2 to 16 bytes, every starting offset, three and four
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components. Best result 5.0% of points on-sphere, which is chance.
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So the record framing is **not recovered** — but that framing was a false lead,
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and the terrain has since been parsed in full. This section records the wrong
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turn and is kept only so it is not repeated.
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The region layout below is right and terrain really is packed alongside inline
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texels, but the "64-byte record" idea was the wrong way in. Tfrags are not a
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flat vertex table: they are VIF1 command lists whose unpacks are classified by
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format *and* destination VU address, and the vertices come out of a V3_16
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unpack spread across three lists per patch. See "tfrag terrain" below for the
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framing that works and the four wrong turns along the way.
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The lesson is the recurring one in this file: a hypothesis that produces
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plausible-looking output is not thereby recovered, and a "ruled out" entry is
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only as good as the control it was tested against.
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## Where the class tables are not
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The header's `moby_classes` and friends do not decode. Read as
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`(offset, count)` they give plausible numbers, but the entries at those offsets
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are not valid records. Ruled out:
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- **Field order.** Both `(offset, count)` and `(count, offset)` produce garbage.
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- **Stride.** Tried 8, 16 and 32 bytes per entry.
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- **Which file the offsets index.** Tried `core_data` and `core_index`.
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- **Header base.** Not the issue: the compressed size (0x88) and decompressed
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size (0x8c) of `core_data` appear at the *same offsets* in all 27 levels'
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`core_index`, which pins the header base at 0 with certainty.
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One observation worth keeping: every second value in the class-table fields is
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exactly divisible by 16, and they increase monotonically across the nine tables.
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That is consistent with `count * 16` sizes, but the corresponding offsets
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cluster at the very start of the file and do not yield valid records either.
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The discriminator used to reject candidates is worth stating, because weaker
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tests produce false positives: a real class table's `offset_in_asset_wad`
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values increase. A search for "32-byte records with increasing offsets" returns
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several hundred candidates across the file, and the top one turned out to be a
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texture table whose `o_class` field merely happened to equal `offset + 16`.
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Scoring on plausibility alone is not enough; the entries have to actually chain.
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Next: rather than guess the header further, identify `tfrag` by its own
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structure. Terrain is the largest subsystem and the one that decides whether
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anything draws, so it is the right next target even though it is the harder one.
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*(Done — see "tfrag terrain" below. Identifying tfrag by its own structure
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worked where the class-table guess did not.)*
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## `data`: the real target, untouched
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6,484 sectors on level 0, down to 2,102 on level 24 — 4.2 to 21.9 MB. This is
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the level's geometry and the largest thing in the container. Next target.
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What is known from the community reference and from Insomniac's engine family:
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it splits into four geometry subsystems — `tfrag` (terrain fragments),
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`tie` (instanced environment structures), `shrub` (foliage) and `moby` (dynamic
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actors) — plus sky shells, collision data and textures. ReRAC's documentation of
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the equivalent structures in the first game is the closest reference available,
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though R&C2's spherical worlds change how they are used.
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## Order of work
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1. `gameplay` — smallest, fully bounded, and the format is identified enough to
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make progress. A win here validates the approach before the large effort.
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2. `occlusion` — tiny.
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3. `sound_bank` — small.
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4. `data` — the large one, and the one that decides whether anything renders.
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Doing the small extents first is not just convenience: each one is a contained
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reverse-engineering problem that either resolves or tells us something, whereas
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`data` will keep producing ambiguous readings until we have something to check
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them against.
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## Method note
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Every format question this phase has been settled the same way: write the
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hypothesis, test it against **all 27 levels at once**, and require an invariant
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that holds everywhere. The sector/byte ambiguity in Phase 1 survived because it
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happened to be correct on the one container checked by hand. The level header
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was fixed in a single pass because the tiling check failed immediately on
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levels 1, 2, 4, 7, 8, 11, 19 and 20.
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## tfrag terrain: block structure and vertex positions
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Settled. `gc-formats::tfrag` parses the block, and a gated test decodes every
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patch on all 27 levels.
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### Block and patch framing
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The tfrags block opens with a 12-byte header: `table_offset` (always `0x40`),
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`tfrag_count`, and an `f32` LOD distance (`32.0`). The patch table follows at
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`table_offset`, `tfrag_count` records of `0x40` bytes each. On level 0 that is
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833 patches.
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A patch header's `data` offset is **relative to `table_offset`**, not to the
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start of the block. Getting this wrong happens to work for the first patch and
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silently produces garbage afterwards.
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### Positions live in three lists, not one
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`vert_count` is the *total* across all three position tiers. Within a patch's
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data block the VIF lists do not run in ascending offset order — the LOD-2 list
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sits *before* the common list — and the LOD-0-only list has no offset of its
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own, starting instead at `shared_ofs + lod_1_size * 16`. The ranges, in transfer
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order, are:
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| List | Range (from the patch data block) | Holds |
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|---|---|---|
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| common | `shared_ofs .. lod_1_ofs` | VU header, ad-gifs, vertex info, origin, positions |
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| LOD 2 | `lod_2_ofs .. shared_ofs` | strips, indices |
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| LOD 1 | `lod_1_ofs .. lod_0_ofs` | strips, indices |
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| LOD 0+1 | `lod_0_ofs .. shared_ofs + lod_1_size*16` | parents, vertex info, positions |
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| LOD 0 | `shared_ofs + lod_1_size*16 .. rgba_ofs` | positions, strips, indices, parents |
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Scanning only the common list and expecting `num == vert_count` finds positions
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in roughly a quarter of patches. The other three quarters keep most of their
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positions in the LOD lists. That was the first wrong turn and it looked
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plausible: every patch it did match matched *exactly*.
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### The VIF1 code word
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Two rules had to be right before any of this worked, and both were wrong on the
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first attempt.
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**The vector format lives in the command byte, not the immediate.** Bits 2-3 of
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the command are `vn` (component count minus one) and bits 0-1 are `vl` (0 =
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32-bit, 1 = 16-bit, 2 = 8-bit, 3 = 5-bit), so
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element_size = ((32 >> vl) * (vn + 1)) / 8
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Terrain positions are `vn=2, vl=1` — command `0x69` — at 6 bytes each. Reading
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the format out of the immediate's low nibble, which is the more commonly quoted
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layout, yields 12 or 16 bytes and quietly misaligns everything after it.
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**Unpack payloads pad to 4 bytes, and several non-unpack commands carry inline
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data.** An unpack advances `(count * element_size + 3) & !3`. `STROW`/`STCOL`
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carry 16 bytes, `STMASK` 4, `MPG` `num * 8`, `DIRECT`/`DIRECTHL` `imm * 16`;
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every other non-unpack is a bare 4-byte code word. Ignoring the first four
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desynchronises the walk, and a desynchronised walk still finds code words that
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look like positions — it just finds the wrong number of them.
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The 4-byte padding is easy to misread. With 75 elements the payload is 450
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bytes and the following word lands at +452, where `0x01000404` (STCYCL) reads
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perfectly plausibly. The word at +450 is `0x04040000` (ITOP), which is the real
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one. Taking the plausible-looking reading is how this was briefly wrong.
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### Verification
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Requiring every patch to yield exactly its own `vert_count` is the invariant
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that caught both errors, and it is the check the parser is built around: a
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mismatch means the walk desynchronised, so `tfrag_positions` returns `None`
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rather than partial geometry. Across all 27 levels: 18,102 patches,
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821,439 vertices, zero mismatches.
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### Topology: strips, indices and triangles
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Also settled. `parse_tfrag` walks each list and classifies every unpack by
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format *and* destination VU address, using the VU header at the head of the
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common list (5 V4_16 vectors, unsigned, to address 0). That table is what
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separates the strips from the indices from the parent arrays — they are all
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V4_8, and only the address tells them apart.
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| `(vn, vl)` | Meaning |
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|---|---|
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| (3, 1), unsigned, addr 0 | the VU header itself |
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| (3, 0) | ad-gifs, 5 quadwords each |
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| (2, 1) | positions, V3_16 |
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| (3, 1) | vertex info: UV, LOD parent, own position |
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| (3, 2) | strips (signed) and indices (unsigned) |
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**Strip indices address the vertex-info array, not the position array.** Several
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vertex-info entries can share a position, so a strip index resolves through
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`vertex_info[i].vertex / 2` to reach a position.
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A strip record is four bytes: a vertex count, a packet flag and an ad-gif
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offset. A negative count is biased by −128, and *the first record of a list is
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always biased* even when its count is positive — a real patch opens with −116 or
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−124, never a small positive number. A zero count ends the list. A run of `n`
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vertices is a GS triangle strip of `n − 2` triangles with alternating winding.
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**Bank the LODs by index, not by arrival.** The lists are walked in transfer
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order but the strip and index arrays have to be stored by *which LOD they
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belong to*. Appending them as they are found fills the arrays LOD-2-first,
|
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which looks fine until the triangle counts come out low.
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### Verification
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`tri_count` is stored in the patch header and cannot be derived from the lists
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without walking them, so reproducing it is a strong check. All 27 levels:
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**18,102 patches, 809,879 triangles, every patch matching its header**, with
|
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every triangle index inside that LOD's vertex-info range and every ad-gif index
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inside the ad-gif array.
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Getting there took four wrong turns, each of which failed quietly: reading the
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element size from the immediate, 2-byte payload padding, ignoring non-unpack
|
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payloads, and banking strips by arrival order. Every one produced parseable,
|
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plausible geometry; only the header's own triangle count caught them.
|
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|
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### Texture bindings, colours and lights
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|
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Also settled. Adds `level_core.rs` for the index header and the texture table,
|
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which is the join between tfrags and texel data.
|
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|
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A tfrag's **ad-gifs** are five A+D quadwords (0x50 bytes) holding packed
|
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fields rather than GS registers; the level load rewrites them in place before
|
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drawing. On disc `TEX0_1.data_lo` indexes the level's texture table,
|
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`TEX1_1.data_lo` is the LOD bias K and `data_hi` the minification filter, and
|
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`CLAMP_1` holds the two wrap modes. The texture table is a count/offset pair at
|
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index offset 0x30, entries of 16 bytes.
|
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The table checks out on its own terms: on level 0 it is 93 entries at 0x2900,
|
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and 0x2900 + 93 x 16 lands exactly on the next range at 0x38.
|
||
|
||
Three details worth writing down:
|
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|
||
* **K is a signed 12-bit value in 1/16 units**, sign-extended by shifting the
|
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field up 4 and back down. Retail values are -137..-89, which is -8.56..-5.56
|
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mip levels. Reading the field as unsigned gives 1911 instead of -137.
|
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* **`data_hi` of TEX1_1 is MMIN, and 4 is `LinearMipmapNearest`**, not
|
||
`LinearMipmapLinear` as the bit layout alone suggests.
|
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* **RGBA and the light/normal records are not in the VIF lists.** They sit at
|
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fixed offsets in the patch's data block: `rgba_size * 4` four-byte colours at
|
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`rgba_ofs`, and `vert_count` eight-byte records at `light_ofs + 0x10`. The
|
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origin also lives there — if no STROW row supplied one, the quadword at
|
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`light_ofs` is the origin.
|
||
|
||
### Verification
|
||
|
||
Every ad-gif must index a texture that exists, or the geometry and the texture
|
||
data have been misread independently of each other. Across all 27 levels:
|
||
**47,950 ad-gifs over 18,102 patches, all indices in range**, referencing
|
||
1429 of the 1595 level texture entries (90%). Each patch's light array is
|
||
exactly `vert_count` records and its RGBA array exactly `rgba_size * 4`.
|
||
|
||
### Texels: 8-bit indexed images and CSM1 palettes
|
||
|
||
Settled. Adds `texture.rs` and makes the pipeline write `gs_ram.bin`.
|
||
|
||
A level texture is not pixels, it is **palette indices**: `width * height`
|
||
bytes at `core_data[textures_base + data_offset]`. The colour comes from a
|
||
256-entry CLUT (1024 bytes) in GS RAM at `palette * 0x100`. `gs_ram` is a byte
|
||
range in the level's data extent header at offset 0x10 — 518,656 bytes on level
|
||
0 — and the extractor was not writing it out, so nothing could be decoded
|
||
before this.
|
||
|
||
Two PS2 conventions have to be honoured, and neither is a design choice:
|
||
|
||
* **CSM1 CLUT order.** Within each 32-entry group the two middle 8-entry
|
||
blocks are swapped: bits 3 and 4 of the index are exchanged. The remap is an
|
||
involution.
|
||
* **Alpha runs 0..=0x80, not 0..=255.** `0x80` is fully opaque and anything
|
||
above it clamps.
|
||
|
||
The mip chain splits across two buffers. Levels 0 and 1 are in the texture
|
||
block, with level 1 immediately after level 0 at `data_offset + w*h`; 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
|
||
|
||
Numbers alone do not settle this — every step is a table lookup, so a wrong
|
||
CLUT remap still yields a well-formed image of the wrong thing. Two layers:
|
||
|
||
* **Shape.** All 1,595 tfrag textures across all 27 levels decode; 96.8% are
|
||
fully opaque and 96.3% use more than eight distinct colours. A flat,
|
||
transparent or single-colour result would point at a CLUT or offset mistake.
|
||
* **Eyes.** `gc-extract dump-texture` writes any tfrag texture, or any of its
|
||
mip levels, as a binary PPM. Decoded level 0 texture 0 is a clean bevelled
|
||
metal panel with rivets and specular highlights; texture 74 is a vent grille
|
||
whose punched windows come back fully transparent. Both confirm the CLUT
|
||
remap, the alpha scale and the pixel base at once, which no assertion in the
|
||
suite does.
|
||
|
||
That tool is worth keeping: it is the cheapest way to tell a decode that is
|
||
merely well-formed from one that is right.
|
||
|
||
### LOD selection
|
||
|
||
Mostly settled. The block header's float at +0x08 gives `L`, and the switch
|
||
distances are `[D0, D1, D2] = [6L, 4L, 2L]` world units; on every level `L` is
|
||
32.0, so `[192, 128, 64]`. The distance test compares the patch's bounding
|
||
sphere, truncated to integers, against `trunc(D * 1024)`. Six modes result —
|
||
LOD 2, LOD 1 collapse, LOD 1 morph, LOD 0 collapse, LOD 0 morph, LOD 0 — and
|
||
the *sphere* is what is tested, not the centre, so a patch straddling a
|
||
threshold takes the coarser mode. That is what stops geometry popping as the
|
||
camera moves, and it is worth testing for directly: sweeping the depth must
|
||
never move back to a finer mode.
|
||
|
||
A morph weight runs 0 to 1 across its tier's band: LOD-01 between D1 and D0,
|
||
LOD-0 between D2 and D1. Past the far edge of the band an entry is not morphed
|
||
but *replaced* by its first parent — a collapse, not a blend.
|
||
|
||
### Parent indices: settled, but only after two corrections
|
||
|
||
The four V4_8 arrays (`parent_indices_lod01`, `unk_indices_2_lod01`,
|
||
`parent_indices_lod0`, `unk_indices_2_lod0`) are classified by VU address,
|
||
and **the addresses are not unique**. On level 0 patch 1,
|
||
`unk_indices_2_lod_01_addr == parent_indices_lod_0_addr == 291`, and
|
||
`unk_indices_2_lod_0_addr == indices_addr == 294`. So address matching alone
|
||
cannot separate them, and getting it wrong is silent: the arrays still parse,
|
||
they just hold the wrong numbers.
|
||
|
||
Two things were needed to fix it, and the first attempt at getting it wrong is
|
||
worth recording because it looked like a data problem rather than a code one.
|
||
|
||
**Each V4_8 element is 4 bytes and holds four indices**, so an array of N
|
||
entries is `count * 4` bytes, not `count`. An early analysis compared the
|
||
unpack's element count against the position counts and concluded that 15,000
|
||
patches could not possibly hold enough parents. That was the wrong unit; the
|
||
data was fine.
|
||
|
||
**`unk_06` and `unk_0a` suppress an empty tier.** When the extra vertex-info
|
||
count is zero there is no extra array, and its VU address is simply the next
|
||
tier's. Guarding those two branches on `unk_06 != 0` / `unk_0a != 0` lets the
|
||
address fall through to the array that actually exists. This one change took
|
||
resolved LOD-0 entries from 28,739 to 341,306.
|
||
|
||
### Verification
|
||
|
||
Every vertex-info entry across all 27 levels is now accounted for: of 886,841
|
||
entries, 516,492 are common and have no link by design, and **all 370,349 LOD
|
||
entries resolve** — 29,043 LOD-01 and 341,306 LOD-0 — with zero failures. Each
|
||
resolves to a first parent that is real vertex info, a LOD-01 parent that is
|
||
always a common entry, and three positions inside the patch. A common entry
|
||
never claims a parent.
|
||
|
||
Ruled out along the way: address-only classification (addresses collide), and
|
||
one parent array entry per unpack element (wrong unit).
|
||
|
||
### The origin, and why no parser test could catch it
|
||
|
||
Positions are `i16`, so a single patch spans at most +-32 world units around
|
||
its own origin. The origin comes from an STROW row, and the obvious rule --
|
||
the last non-index STROW in the list -- is **wrong on RAC2**. RAC2 also uses
|
||
STROW for the per-vertex light records, and those rows come *after* the origin,
|
||
so taking the last one yields `[186, 186, 186, 186]` and every patch collapses
|
||
onto the world origin.
|
||
|
||
Nothing in the test suite noticed, and that is the point worth recording:
|
||
|
||
* `vert_count` still matched, because it counts positions, not places.
|
||
* `tri_count` still matched, because the topology never changed.
|
||
* Every parent, morph target and triangle index still resolved, because those
|
||
are all relative to the same broken origin.
|
||
|
||
The entire level fit in a 63 x 62 x 62 unit box centred on the origin, and all
|
||
of it was self-consistent. Only rendering exposed it, and only because the
|
||
screenshot put the camera where the bounding spheres said the terrain was.
|
||
|
||
The rule that works: **the origin is the STROW immediately preceding the first
|
||
V3_16 position unpack** in the common list. With that, level 0's vertices span
|
||
x 86..444, y 46..211, z -477..40, which matches the patch bounding spheres.
|
||
|
||
Lesson for the rest of the project: a parser can be entirely self-consistent
|
||
and still describe the wrong thing. Where a value is absolute rather than
|
||
relative, check it against an independent source -- here, the bounding spheres.
|
||
|
||
### Why the first frame is dark
|
||
|
||
The renderer draws unlit: texture times the tfrag's own per-vertex colour.
|
||
That product is genuinely dark -- level 0 patch 0's colours are `(25, 26, 26)`
|
||
and `(92, 121, 119)` in 0..255 -- and the game's lighting is what brightens it.
|
||
|
||
Trying a host directional light or cranking ambient brightness was the wrong
|
||
instinct and it showed: with no normals the PBR path is degenerate, so
|
||
brightness changes did nothing at all. Faking it would also have hidden the
|
||
gap. The colour attribute is picked up from the mesh automatically, so it is
|
||
the *colour* data that is missing lighting, not a flag that was left off.
|
||
|
||
The real model is `LightTfrags`. The PS2 float model and the pass itself are
|
||
now written (`gc-engine::ps2`, `gc-engine::tfrag_light`); what is missing is the
|
||
light bank. The three inputs were:
|
||
|
||
* the **light records** -- already parsed: azimuth and elevation as *indices*
|
||
into the overlay's sine table, plus the base colour;
|
||
* the **normal table** -- now decoded (`gc_formats::tfrag_light`), and normals
|
||
are built and fed to the renderer;
|
||
* the **light bank** from the level's `gameplay` extent -- **not working**,
|
||
see below.
|
||
|
||
### Why the frame is still dark: the light bank does not parse on RAC2
|
||
|
||
The reference frames the bank as "a u32 offset at +0x04, then an `i32` count
|
||
there, then the sets". On RAC2 level 0 that offset is `0xa0d`, and the `i32`
|
||
there is `698810368` -- not a count, and not a plausible one. `gameplay.bin`
|
||
begins with `0x794e...`, not with a header of the shape the reference expects,
|
||
so RAC2's gameplay extent is not laid out this way, or is compressed before
|
||
this point.
|
||
|
||
The pass therefore never runs. Rather than let the renderer quietly draw the
|
||
stored colours and look plausible, it counts what it lit and says so:
|
||
|
||
```text
|
||
lighting: 0 of 80274 vertices shaded by LightTfrags; the rest fall back to the
|
||
tfrag's stored colours (no usable light bank)
|
||
```
|
||
|
||
That line is the honest state, and it is why the frame has not changed. What
|
||
`gameplay.bin` actually is, and where RAC2 keeps its light bank, is the open
|
||
question — `0x794e...` looks like it may be a compressed or encrypted
|
||
container, in which case the bank is somewhere else entirely.
|
||
|
||
### The PS2 float model
|
||
|
||
`gc-engine::ps2` is the EE's FPU on raw `u32` bit patterns, and it is not
|
||
`f32`:
|
||
|
||
* **no denormals** -- exponent 0 *is* zero, whatever the mantissa
|
||
* **no NaN, no infinity** -- exponent 255 is an ordinary value, which means
|
||
`MAX` reads back in Rust as NaN. A test asserts exactly that, because it is
|
||
the clearest single statement of why this module exists.
|
||
* **every result truncates toward zero**, and `1/3` comes out below `1/3`
|
||
* **the adder aligns operands**: the smaller operand loses the bits more than
|
||
one below the larger's LSB, and a 25-bit exponent gap returns the larger
|
||
operand unchanged
|
||
* **`rsqrt` is sqrt-then-divide**, with truncation between, not one rounded step
|
||
|
||
`mul`, `add`, `div`, `sqrt`, `itof12` and `max`/`min` all differ from `f32` in
|
||
at least one case a lighting pass will hit. The pass accumulates them across
|
||
every vertex of every patch, so this is a visible difference rather than a
|
||
rounding curiosity.
|
||
|
||
### The lighting pass itself
|
||
|
||
Per vertex: `base + A.rgb * max(dA, dA*wA) + B.rgb * max(dB, dB*wB)`, where
|
||
`base` is the record's 5:5:5:1 colour expanded by PEXT5, `dA`/`dB` are
|
||
three-component dot products against the light directions, and `wA`/`wB` come
|
||
out of the colour w lanes. `select` picks one light set or blends two by
|
||
`bits 8..15 / 256`, and a blended direction is re-normalised where an unblended
|
||
one is not.
|
||
|
||
One field had to be added to `TfragLight` to carry this: `select`, the `u16` at
|
||
+6 of the record. It was briefly reconstructed with an `unsafe` pointer cast
|
||
over the struct -- which is exactly the kind of thing that breaks silently the
|
||
moment a field is reordered, and is now a plain parsed field.
|
||
|
||
### The normal table, and why it is found by searching
|
||
|
||
The reference reads the table from an ELF at `BOOT_NORMAL_TABLE_VADDR`
|
||
(`0x165500`) and notes every level overlay carries a copy. **The overlay has no
|
||
ELF header** -- it is a raw loadable image starting with code -- so there is no
|
||
program header to map a virtual address through, and the offset is not fixed
|
||
either: level 0 has the table at `0xb650c`, level 5 at `0xcca30`, level 26 at
|
||
`0xb6284`.
|
||
|
||
So it is located by content. Every table starts with exactly `(1.0, 0.0)` --
|
||
angle zero -- and the scan then requires all 256 entries to match
|
||
`cos(i·pi/128), sin(i·pi/128)`. Validating the whole curve is what makes the
|
||
search safe: a lone `(1.0, 0.0)` pair of floats occurs by accident in a 2.7 MB
|
||
executable, and a test plants one as a decoy. The values read from the disc are
|
||
used as-is rather than recomputed, since those are the numbers the game indexes.
|
||
|
||
A normal is `(cos(az)cos(el), sin(az)cos(el), sin(el))` **negated** -- the
|
||
stored normals point into the surface -- then given the same Z-up to Y-up swap
|
||
as positions, or the lighting comes out sideways. The azimuth and elevation
|
||
fields are stored signed but index 0..=255, so the byte is what matters, not its
|
||
sign: entry 200 is read as 200, not as -56.
|
||
|
||
Given the table, a normal is `(cos(az)cos(el), sin(az)cos(el), sin(el))`,
|
||
negated, exactly as `decode_normal` builds it. The lighting pass itself is
|
||
`base + A.rgb * max(dA, dA*wA) + B.rgb * max(dB, dB*wB)` per vertex, and it
|
||
must be reproduced in the PS2's float model rather than in Rust `f32`, per
|
||
the fidelity rule.
|
||
|
||
### Still open
|
||
|
||
- **Point lights.** The directional pass runs; `point_light_vertex` and its
|
||
`r^2 - |p - L|^2` cull test are not written, and they are the one part of
|
||
the lighting that *is* distance-dependent.
|
||
- **The GS register set** the level load builds from the texture entry
|
||
(TBP0/TBP1 and so on), for a renderer that emulates the GS rather than
|
||
resolving texture addresses on the host.
|
||
- **The guard-band clip test** that sends patches crossing the guard band to
|
||
the clipping program.
|
||
- **Lighting magnitudes.** The pass runs and the output is plausible; whether
|
||
it matches the game needs comparison against reference frames, which needs
|
||
the PCSX2 loop that is still to come. Nothing in this file establishes it.
|
||
- **The `core_index` class tables**, still unread after every field order and
|
||
stride tried. tfrag, texture and lighting data came from identifying each
|
||
structure on its own terms instead.
|
||
|
||
A tfrag can now be turned into positioned, UV-mapped, textured, lit triangles,
|
||
told which LOD to draw, and morphed toward its parents at the right rate.
|
||
Everything needed for a first frame is parsed, and the frame is verified by
|
||
screenshot rather than by assertion.
|