Files
Going-Commando/crates/gc-extract
ReaperOfVeriod bcf0d1f0cc Decompress the gameplay extent: the level light bank now parses
gameplay is a WAD stream, exactly like core_data. The extractor was
writing it compressed, so the light bank framing read the WAD header's
stream length as a light count: level 0's offset at +0x04 was 0xa0d
and the "count" there was 698810368.

The file says so in its first six bytes: 57 41 44 79 0d 0a -- "WADy".

Decompressed, level 0's gameplay extent is 1,872,256 bytes, the offset at
+0x04 is 0xc2b20, and the count there is 5. Five directional light sets.

All 80,274 vertices of level 0 now go through LightTfrags, and the
renderer's fallback line no longer appears. The frame's colour
distribution goes from 295 to 737 distinct sampled colours and takes on
the level's warm cast.

This corrects a recorded negative result that was simply wrong.
docs/roadmap.md carried "gameplay does not decode with the WAD LZ77
decoder, all 27 levels fail identically, so the input is wrong rather
than the decoder", with bit order and header length also ruled out.
That was true of the data being parsed and wrong about the cause: the
decoder was never the problem, it was being handed a file that had not
been through it.

Same lesson as the origin bug, from the other direction. A recorded
failure without a positive control is easy to record and easy to leave;
the control here is trivial and should have been run first -- decompress
and look.

The renderer keeps counting and reporting how many vertices it lit,
because a silent fallback to stored colours looks plausible and is wrong.
Lighting magnitudes remain unverified: that needs comparison against
reference frames via the PCSX2 loop, which is still to come.
2026-10-10 03:27:52 +02:00
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