I wrote "blocked on the oracle" for the unit-to-metre conversion. That was a mislabel: red is for what the container cannot do, and run-canary works here. What the km-name sweep actually established is narrower -- no STATIC test can settle it, because the disc has exactly one size-bearing asset name. The run is well-supported by tooling that already exists: findplayer.py recovers the player position triple from motion, the HUD prints the distance to the selected target in the game own units, and the same separation read both ways is the conversion. Recorded as amber with the experiment written out.
7.5 KiB
CollisionSet_*.bin — the per-object collision-mesh library
✅ Decoded 2026-08-26. The 18 remaining hidden/MiscBin.pak entries, named
in the previous iteration as CollisionSet_S01…S16.bin,
CollisionSet_Tutorial.bin and CollisionSet_test.bin from the StageResource
objects' CollisionMeshes field. See
mcol-collision.md for the naming and for MCOL, which is
the map hull; this is the per-object library.
✅ All 18 are byte-identical
CollisionSet blobs: 18 distinct contents: 1
The per-stage naming is nominal. Every stage points at the same 1 675 148-byte library, stored eighteen times — which is why the sizes were identical, the observation that made this worth opening.
✅ The record layout
u32 size bytes following this word's own 8-byte prefix
u32 name_len 16, 24 or 32 — the name field, padded to a multiple of 8
char name[name_len]
u32 vertex_count
u32 triangle_count
f32 vertex[3] × vertex_count
u32 index[3] × triangle_count
and the next record starts at offset + 8 + size. Note the indices are u32
here, where MCOL uses u16 — these are two different serialisers.
| records | 158 |
| bytes consumed | 1 675 148 / 1 675 148 — exact |
size == 16 + name_len + 12·nv + 12·nt − 8 |
158 / 158 |
every triangle index < vertex count |
158 / 158 |
The walk consuming the file to the byte over 158 variable-length records, with the size word predicted from the two counts every time, is what makes this a decode rather than a plausible reading — a wrong field would desynchronise the walk within a few records and could not land exactly on the end.
✅ And they are meshes
| edges shared by exactly two triangles | 132 167 / 134 529 = 98.24 % |
| fully manifold meshes (every edge shared by two) | 147 / 158 |
92 of the 158 have Euler characteristic 2 — a single closed surface. The
remainder are multi-component (χ = 4, 6, 8) or open shells, which is expected
for parts like rou_e901_wing_01_L that are one piece of a larger hull.
✅ What is in it
158 meshes, 48 241 vertices and 90 836 triangles, in four families:
| prefix | count | what the names look like |
|---|---|---|
rou_ |
78 | rou_e101_bdy, rou_e101_brg_01, rou_e106_eng, rou_f104_sld_02 |
mob_ |
30 | mob_n040, mob_n110_bdy, mob_n900_gear |
rob_ |
4 | rob_e001, rob_e005_bdy, rob_f001_bdy, rob_f002 |
| stage asteroids | 46 | S01_Asteroid_cmesh_01a, S14_p1_Asteroid_cmesh_05 |
The _bdy / _brg / _eng / _wep / _sld suffixes are body, bridge, engine,
weapon and shield — the same sub-part vocabulary as the XBG7 render models, so
these are per-part collision proxies. The asteroid meshes carry exactly the
stage prefixes that have an _AsteroidVolume_wp MCOL.
✅ The names are the game's own resource ids (upgraded from 🟡 the same day)
The previous write-up recorded this link as untested, because matching
_cmesh stems against .xbg object names covered only 4 of 158 — the disc keeps
just one build manifest (machines\rou_e104\…), so that test had no power in
either direction.
The right corpus is not the manifests, it is the GameResourceID field of
the DefTables / GP_MAIN_GAME records — 480 distinct values, e.g.
GameResourceID = 'rou_e010'. Against those, with a control that shuffles the
characters of each stem:
ship / mob stems prefixed by a real GameResourceID |
108 / 112 = 96.4 % (55 exact) |
| same stems, characters shuffled (control) | 0 / 112 = 0.0 % |
| asteroid stems prefixed (expected none — they are not resources) | 0 / 46 |
So a CollisionSet entry is <GameResourceID>[_<part>]_cmesh: the collision
proxy for one part of one game resource. The four unmatched stems are
rou_e303_wep, rou_f301_body, rou_f302, rou_f303_body.
The 0 / 46 on asteroids is worth keeping: a test that fires on everything would be the bound-check hazard again. It separates the two families correctly.
🟡 The world unit — the metre reading does not survive this file
mcol-collision.md inferred 1 unit = 1 metre from
mapmesh_box_500km.col spanning exactly 500 000 units. The arithmetic is exact,
but this library is the first chance to check what that scale implies, and the
implications are large:
| mesh | bbox diagonal, if 1 unit = 1 m |
|---|---|
rou_e010 (e010_ADAN_Attacker_S — an "attacker, small") |
133 m |
rou_e106_bdy |
2 368 m |
rou_e101_bdy |
9 371 m |
rob_f001_bdy |
50 179 m |
S04_Asteroid_cmesh_04 |
84 714 m |
rob_f002 |
447 522 m — 89 % of the arena's width |
A craft the game's own tables call small would be 133 m, and the largest object
would nearly span the arena. That is not impossible for the genre, but it is not
the corroboration I claimed. Downgrading the scale claim to 🟡: either the
game's units really are metres and its ships are kilometre-scale, or 500km in
that filename names something other than the box's span. The 500 000 arithmetic
stands; the interpretation does not have independent support.
And there is no second instance of the convention to check against. Sweeping
every .pak on the disc for a name carrying a kilometre figure returns
mapmesh_box_500km.col / .rgn and nothing else — 162 references, all to that
one pair. So the reading rests on a single filename, with no corroborating
example anywhere in the data. That is not a refutation; it is the absence of any
static way to settle it.
My objection's own premise did survive its check: rou_e010 is a real
GameResourceID, and e010_ADAN_Attacker_S appears in the stage tables, so the
133-unit mesh does belong to a craft the game calls an attacker. (Whether the
trailing _S means "small" is a further guess — there are _EX4, _HF and
_HF_Wayne variants of the same unit — so it is suggestive, not evidence.)
🟡 Not blocked — just not run yet. An earlier version of this line said
"🔴 blocked on the oracle", and that was a mislabel. 🔴 is for what the container
cannot do; run-canary works here, and measuring the game is what it is for.
What the sweep above actually established is narrower and worth keeping: no
static test can settle this, because the disc contains exactly one
size-bearing asset name.
The experiment is well-supported by tooling that already exists:
findplayer.pyrecovers the player craft's live position triple from guest RAM by its motion, so a mission run yields positions in world units.- The HUD prints a distance to the selected target in the game's own units of measure.
- The same separation read both ways — Euclidean distance between the two position triples, against the number the HUD displays — is the conversion, measured rather than inferred from a filename.
pad.py scripts the target-select input (Ⓐ pressed twice, per AGENT.md),
and screenshot crops to the game surface. Nothing here needs anything the box
lacks. It is the next run.
Reproduce with tools/re-capture/collisionset.py verify / list
(../data/collisionset.txt); collisionset.py obj
exports any named mesh.
❔ Still open: the meshes carry no material, flag or surface-type field — the record is exactly counts, positions and indices — so whatever distinguishes a hull hit from a shield hit is not stored here. And the library is not indexed: lookup is presumably by name from the unit tables, which has not been traced.