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Going-Commando/docs/formats/core-data-regions.md
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ReaperOfVeriod ed7e568231 Find a ten-entry table on a 148-byte stride after shrub
Range measured: level 0, 16047040..16737344, the 690,304 bytes between the
last shrub class's body and the constant trailer. Nothing outside that range
is read.

Method: reading the bytes at +0x20 as u32 shows ten consecutive entries
whose low halves increase by a constant 0x94 (148), followed by a zero. The
high half is 0xf000 for the first nine and 0x0a40 for the tenth, so the
table is ten entries and ends at +0x48, absolute 16047112.

What the entries mean, what 148 refers to, and why there are ten are all
unestablished. Ten matches no count already known for this level -- 238
moby classes, 74 tie, 7 shrub, 93 tfrag textures -- so it is not yet tied
to anything else in the lump.

Recording it as a lead rather than a finding. The stride is a real
measurement on a bounded range, but a ten-entry table with an unexplained
stride is exactly the shape that looks like a structure while being
something else, and the rule in AGENTS.md is that a pattern gets looked at
before it gets named.
2026-10-11 03:15:55 +02:00

7.6 KiB
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core_data region bounds

How a level's core_data lump divides up, and how each region is bounded.

The rule

A region's end is the next region's start, never core_data.len(). The last region in a layout is the exception, and when its successor is unknown the end is None rather than a guess.

This exists because region bounds were being re-derived per format during probing, usually by running from one known offset to the next with the last span running to the end of the lump. On level 0 that made the final shrub class a 925,008-byte span absorbing most of the lump's tail. Every aggregate computed over it -- record counts, value distributions, "this data looks random" -- was silently wrong, and nothing errored.

gc_formats::regions::core_layout computes these once. Callers use it rather than inventing their own.

Layout

region start end
tfrags 0 occlusion
occlusion occlusion sky
sky sky collision
collision collision first moby class
moby first moby first tie class
tie first tie first shrub class
shrub first shrub lump length − 0x38A10

Class regions start at the lowest non-zero geometry offset in their class table. A zero entry means absent, not position zero -- the same trap the occlusion and collision headers each fell into separately.

Not every level has every region: level 10 has no occlusion and no shrub.

The constant trailer

Comparing all 27 levels byte-for-byte from the end: the last 231,952 bytes (0x38A10) of every level's core_data are identical. Level-specific content therefore ends at len - 0x38A10, and the final region is bounded there rather than at core_data.len().

This is what closes shrub. Across the 24 levels that have a shrub region it gives 24,442,928 bytes total, and it is the same bound the disc test asserts on every level.

What the trailer is is not established. It may be fixed data, or padding from a fixed-size decompression buffer. Either way it is constant, which is all that is needed to bound the tail.

Open: what was in the region before it

The offset ending the shrub region is not in the core index.

Texture texels do not bound it. They sit before moby, not after shrub: on level 0 the texel range is 3539328..5326208 while the last shrub class starts at 16044288, leaving ~925 KB of real, non-zero data after the last shrub class that nothing yet accounts for.

core_layout reports end: None for shrub on the 24 levels that have one, and the disc test asserts it, so the gap stays visible rather than being papered over by clamping to the end of the lump.

Correction: it is mostly texture data, not an unnamed region

Adding the region table to gc-extract probe made the gap visible immediately, which is the point of printing it.

On level 0:

collision       2615232 .. 8832192       6216960 bytes

but collision's own header declares a payload of 903,248 bytes. So the range between the collision header and the first moby class is 6.2 MB, and almost none of it is collision.

The first conclusion drawn from this -- that ~6.2 MB of unidentified data sat between collision and moby, possibly moby_anim -- was wrong, and it was wrong because of the same failure that produced the other two bad numbers this session: quoting a figure before bounding it.

Checking the bytes rather than just the sizes: the range is dominated by 8-bit indexed texture data. Byte-value concentration (a texture block uses a small palette; code and collision data does not) puts 18 of 21 sampled 4 KB blocks under 200 distinct byte values, against 249 for tfrags and 209 for collision.

So the real layout is:

region start end
collision 2615232 3518544
textures 3518848 ~8832192
moby 8832192 first tie class

The texture table's data_offset values only reach 5326208, which is why the gap looked real: mip chains extend well past the last entry's offset. A region sized from a table of first-level offsets understates the data it points at.

The "3 of 21 blocks not texture-like" figure in the previous revision was an artifact of sampling every 256 KB. Re-scanned at 4 KB granularity the whole range is texture data: ~100 blocks stand out, and looking at them they are smooth gradient ramps -- sky and fog texture, exactly what gradient texels look like. A noisy gradient has a high distinct byte count without being code.

So the range between collision and moby is entirely texture data, and there is no separate moby_anim region there. Combined with the correction above, two claims made about this range have now been wrong: the "6.2 MB of unknown data" and the "3 unexplained blocks".

Where moby_anim actually lives is therefore still open, but it is not here. The remaining candidate is the unresolved tail after the last shrub class, which on level 0 is ~925 KB of real, non-zero data that nothing yet accounts for.

Where shrub data ends, and the region after it

Range measured: for each level, the last shrub class's data_offset field (class + 0x2c) through to the start of the constant trailer. Nothing outside that range is read.

Method: the last shrub class's body is an array of 8-byte records whose final two bytes are 00 00. Scanning forward in 8-byte steps for the first record whose trailing pair differs locates the body's end. This is a search for a specific stated pattern, not a statistic, so it either finds the boundary or reports that it did not.

Result: on 24 of 24 levels the boundary lands exactly on an 8-byte record boundary. Body lengths are 192, 208, 224 or 240 bytes -- the same sizes seen when shrub classes were grouped and diffed earlier.

On level 0:

what range bytes
last shrub class data 16046800 .. 16047040 240
next region 16047040 .. 16737344 690,304
constant trailer 16737344 .. 16969296 231,952

So the 690,304 bytes between the last shrub class and the trailer are a distinct region, not shrub data. What they contain is not established.

Two things are worth noting about how this was found, given the rule in AGENTS.md: the earlier NaN-filler search found nothing at the start of this range and was about to conclude the body had zero length, which would have been wrong. The last shrub class is a real class with real data, and the NaN filler only appears in degenerate ones. Checking the actual byte pattern rather than concluding from a failed heuristic is what caught it.

First structure in the region after shrub

Range measured: level 0, 16047040 .. 16737344 (690,304 bytes), starting at the first byte after the last shrub class's 240-byte body. Nothing outside that range is read.

Method: reading the bytes at +0x20 as u32 shows ten consecutive entries whose low halves increase by a constant 0x94 (148), followed by a zero. Read as u32 the high half is 0xf000 for the first nine and 0x0a40 for the tenth, so the table is ten entries long and ends at +0x48 (absolute 16047112).

Result, stated plainly: a ten-entry table on a 148-byte stride. What the entries mean, what 148 refers to, and why there are ten, are all unestablished. Ten does not match any count already known for this level -- 238 moby classes, 74 tie, 7 shrub, 93 tfrag textures -- so this is not yet tied to any structure elsewhere in the lump.