t8ad: a surface is a list of sub-rectangles, not a 256 grid -- disc decode 96% -> 100%
The "~15% deferred variants" were not variants. Auditing every T8aD on the disc gave 19216 surfaces, 18442 decoding (96.0%) and 774 failing in two clusters: GP_DIALOG strips declaring 524x63 with a "tile count" of 1 or 2 instead of 3, and small textures in the six *2D language paks whose pixels ran past the end of the file. Both fall out of the per-tile header, which is not opaque flags: it is four BE u32 -- dst X, dst Y, width, height. A 15x18 icon stores a 13x18 rectangle at (1,0); pdmes010 stores (59,6,256,54) and (315,6,149,54), the second beginning exactly 16 + 256*54*4 bytes after the first. So 0x1c is a RECTANGLE COUNT and the 256-grid reading was an accident of most surfaces being stored as full-width bands. Parser rewritten to that model, still refusing to guess: a rectangle must fit the declared surface and its pixels must fit the file, else None. Disc decode is now 19216/19216 = 100.00%. Two test fixtures were built to the old model and are corrected rather than worked around. lsta's t8ad_frame wrote NO offset-table entry, so the decoder read "pixels" from inside the header -- the test passed only because it checked dimensions alone. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -48,12 +48,21 @@ pub fn parse(bytes: &[u8]) -> Option<Vec<T8adImage>> {
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mod tests {
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use super::*;
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/// A faithful one-rectangle T8aD frame: base header, a 1-entry offset table,
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/// then the rectangle header (dst 0,0, size w×h) and its pixels. (Before
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/// 2026-08-11 this fixture wrote no offset-table entry at all and the decoder
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/// read "pixels" from inside the header — the test only ever checked the
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/// dimensions, so it passed anyway.)
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fn t8ad_frame(w: u32, h: u32) -> Vec<u8> {
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let mut b = vec![0u8; 64];
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let mut b = vec![0u8; 0x2c];
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b[0..4].copy_from_slice(&T8AD_MAGIC);
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b[0x14..0x18].copy_from_slice(&w.to_be_bytes());
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b[0x18..0x1c].copy_from_slice(&h.to_be_bytes());
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b[0x1c..0x20].copy_from_slice(&1u32.to_be_bytes());
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b.extend_from_slice(&0x30u32.to_be_bytes()); // offset table → rect at 0x30
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for v in [0u32, 0, w, h] {
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b.extend_from_slice(&v.to_be_bytes()); // dst X, dst Y, width, height
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}
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b.extend_from_slice(&vec![0x80u8; (w * h * 4) as usize]);
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b
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}
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@@ -1,20 +1,28 @@
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//! `T8aD` — the game's 2D UI/HUD texture format.
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//!
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//! A 32bpp **A8R8G8B8** (Xbox byte order) surface stored as **256×256 raster
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//! tiles in row-major order** — each tile prefixed by a 16-byte tile header, edge
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//! tiles clipped to the image bounds. Fully reversed 2026-07-17 from the file
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//! header and verified against the running game (title screen).
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//! A 32bpp **A8R8G8B8** (Xbox byte order) surface stored as a list of
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//! **arbitrary sub-rectangles**, each with its own destination origin and size.
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//! Reversed 2026-07-17 (verified against the running game's title screen) and
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//! **corrected 2026-08-11**, when the per-tile header turned out to carry the
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//! rectangle's placement rather than being opaque flags.
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//!
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//! ```text
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//! 0x00 4 Magic "T8aD"
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//! 0x14 4 width (BE u32)
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//! 0x14 4 width (BE u32) the full surface
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//! 0x18 4 height (BE u32)
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//! 0x1c 4 tile count (BE u32) = ceil(w/256) * ceil(h/256)
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//! 0x2c tiles*4 offset table: absolute byte offset of each row-major tile
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//! <off> 16 per-tile header (flags + tile w/h), then:
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//! <off+16> tile_w * tile_h * 4 bytes of A8R8G8B8 pixels, row-major
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//! 0x1c 4 rectangle count (BE u32) — NOT ceil(w/256)*ceil(h/256)
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//! 0x2c count*4 offset table: absolute byte offset of each rectangle
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//! <off> 16 rectangle header, four BE u32: dst X, dst Y, width, height
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//! <off+16> width * height * 4 bytes of A8R8G8B8 pixels, row-major
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//! ```
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//!
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//! Most surfaces happen to be stored as full-width 256-tall bands, which is why
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//! treating the file as a 256×256 grid decoded 96 % of the disc correctly. It is
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//! not the model, though: a dialogue strip declares 524×63 and stores **one**
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//! 173×25 rectangle at (175,20), and `pdmes010` stores two — (59,6,256,54) and
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//! (315,6,149,54), the second beginning exactly `16 + 256*54*4` bytes after the
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//! first. Anything the rectangles do not cover stays transparent.
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//!
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//! Surfaces ≤256px wide are a single tile column, so the first tile's pixels sit
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//! at `44 + tiles*4 + 16 = 64` — which is why the old "type→header size 64/84/…"
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//! rule (header = 44 + tiles*20) happened to decode small textures correctly: for
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@@ -43,18 +51,11 @@ fn be32(b: &[u8], off: usize) -> u32 {
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}
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/// Side of the square storage tile, in texels, and the per-tile header size.
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const TILE: usize = 256;
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const TILE_HDR: usize = 16;
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/// Bytes of per-rectangle header before its pixels: dst X, dst Y, w, h.
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const RECT_HDR: usize = 16;
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/// Decode a T8aD surface from a slice whose first bytes ARE the magic. Returns
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/// `None` for non-T8aD input or a variant we can't decode as RGBA (never guesses).
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///
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/// Layout (reversed from the header + verified against the running game):
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/// a 44-byte base header, then a `tiles`-entry big-endian u32 **offset table** at
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/// `0x2c`, where `tiles` = the field at `0x1c` = `ceil(w/256) * ceil(h/256)`.
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/// Each entry is the absolute byte offset of a **row-major** 256×256 tile; every
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/// tile is a 16-byte tile header followed by `tile_w*tile_h*4` A8R8G8B8 pixels,
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/// edge tiles clipped to the image bounds.
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/// `None` if any rectangle fails to fit the surface or the file — never guesses.
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pub fn parse(bytes: &[u8]) -> Option<T8adImage> {
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if !is_t8ad(bytes) || bytes.len() < 0x40 {
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return None;
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@@ -64,41 +65,45 @@ pub fn parse(bytes: &[u8]) -> Option<T8adImage> {
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if !(1..=4096).contains(&width) || !(1..=4096).contains(&height) {
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return None;
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}
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let tiles = be32(bytes, 0x1c) as usize;
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let cols = width.div_ceil(TILE);
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let rows = height.div_ceil(TILE);
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// The field at 0x1c must be the tile count; otherwise it's a variant we don't
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// decode (e.g. DXT / palettized) — defer rather than misdecode.
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if tiles == 0 || tiles != cols * rows {
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let rects = be32(bytes, 0x1c) as usize;
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if rects == 0 || rects > 4096 {
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return None;
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}
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const TABLE: usize = 0x2c;
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if bytes.len() < TABLE + tiles * 4 {
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if bytes.len() < TABLE + rects * 4 {
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return None;
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}
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// Anything no rectangle covers stays transparent.
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let mut rgba = vec![0u8; width * height * 4];
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for ty in 0..rows {
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for tx in 0..cols {
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let tile = ty * cols + tx;
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let pixels = be32(bytes, TABLE + tile * 4) as usize + TILE_HDR;
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let tw = TILE.min(width - tx * TILE);
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let th = TILE.min(height - ty * TILE);
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if pixels + tw * th * 4 > bytes.len() {
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return None; // truncated / not the layout we expect
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}
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for row in 0..th {
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let mut s = pixels + row * tw * 4;
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let mut d = ((ty * TILE + row) * width + tx * TILE) * 4;
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for _ in 0..tw {
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// A8R8G8B8 → RGBA8.
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rgba[d] = bytes[s + 1];
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rgba[d + 1] = bytes[s + 2];
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rgba[d + 2] = bytes[s + 3];
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rgba[d + 3] = bytes[s];
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s += 4;
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d += 4;
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}
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for r in 0..rects {
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let at = be32(bytes, TABLE + r * 4) as usize;
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if at + RECT_HDR > bytes.len() {
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return None;
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}
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let dx = be32(bytes, at) as usize;
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let dy = be32(bytes, at + 4) as usize;
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let rw = be32(bytes, at + 8) as usize;
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let rh = be32(bytes, at + 12) as usize;
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// Never guess: a rectangle must fit the surface and its pixels the file.
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if rw == 0 || rh == 0 || dx + rw > width || dy + rh > height {
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return None;
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}
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let pixels = at + RECT_HDR;
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if pixels + rw * rh * 4 > bytes.len() {
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return None;
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}
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for row in 0..rh {
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let mut s = pixels + row * rw * 4;
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let mut d = ((dy + row) * width + dx) * 4;
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for _ in 0..rw {
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// A8R8G8B8 → RGBA8.
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rgba[d] = bytes[s + 1];
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rgba[d + 1] = bytes[s + 2];
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rgba[d + 2] = bytes[s + 3];
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rgba[d + 3] = bytes[s];
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s += 4;
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d += 4;
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}
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}
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}
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@@ -123,7 +128,11 @@ mod tests {
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b[0x18..0x1c].copy_from_slice(&h.to_be_bytes());
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b[0x1c..0x20].copy_from_slice(&1u32.to_be_bytes()); // 1 tile
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b.extend_from_slice(&0x30u32.to_be_bytes()); // offset table: tile 0 @ 0x30
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b.extend_from_slice(&[0u8; 16]); // 16-byte tile header → pixels at 0x40
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// rectangle header: dst (0,0), size w×h
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b.extend_from_slice(&0u32.to_be_bytes());
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b.extend_from_slice(&0u32.to_be_bytes());
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b.extend_from_slice(&w.to_be_bytes());
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b.extend_from_slice(&h.to_be_bytes());
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for i in 0..(w * h) {
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b.extend_from_slice(&[(i & 0xff) as u8, 0x24, 0x63, 0xB2]); // A, R, G, B
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}
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@@ -143,8 +152,8 @@ mod tests {
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}
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#[test]
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fn assembles_row_major_tiles_via_offset_table() {
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// 300×1 → 2 tiles: (0,0)=256×1 red, (1,0)=44×1 blue, each +16-byte header.
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fn assembles_rectangles_via_offset_table() {
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// 300×1 → 2 rectangles: (0,0) 256×1 red, then (256,0) 44×1 blue.
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let (w, h): (u32, u32) = (300, 1);
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let mut b = vec![0u8; 0x2c];
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b[0..4].copy_from_slice(&T8AD_MAGIC);
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@@ -155,9 +164,9 @@ mod tests {
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let off1 = off0 + 16 + 256 * 4; // tile-0 header + its 256 pixels
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b.extend_from_slice(&(off0 as u32).to_be_bytes());
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b.extend_from_slice(&(off1 as u32).to_be_bytes());
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b.extend_from_slice(&[0u8; 16]);
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for v in [0u32, 0, 256, 1] { b.extend_from_slice(&v.to_be_bytes()) } // dst(0,0) 256×1
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b.extend_from_slice(&[0xFF, 0xFF, 0, 0].repeat(256)); // A,R,G,B red
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b.extend_from_slice(&[0u8; 16]);
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for v in [256u32, 0, 44, 1] { b.extend_from_slice(&v.to_be_bytes()) } // dst(256,0) 44×1
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b.extend_from_slice(&[0xFF, 0, 0, 0xFF].repeat(44)); // A,R,G,B blue
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let img = parse(&b).expect("decodes");
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assert_eq!((img.width, img.height), (300, 1));
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@@ -166,10 +175,11 @@ mod tests {
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}
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#[test]
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fn rejects_wrong_tilecount_and_short() {
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// tile-count field that isn't ceil(w/256)*ceil(h/256) → None
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fn rejects_out_of_range_rect_and_short() {
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// a rectangle that does not fit the declared surface → None, never guess
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let mut b = synth(2, 2);
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b[0x1c..0x20].copy_from_slice(&7u32.to_be_bytes());
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let at = 0x2c + 4;
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b[at + 8..at + 12].copy_from_slice(&99u32.to_be_bytes()); // width 99 > 2
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assert!(parse(&b).is_none());
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// truncated pixel data → None
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let b = synth(64, 64);
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