From dd6b13c751c883f9e0d5e80eb6c33468dcdf4641 Mon Sep 17 00:00:00 2001 From: "Claude (auto)" Date: Thu, 27 Aug 2026 22:51:53 +0000 Subject: [PATCH] re: the last base-solver blocks -- two findings, and a correction to how I read the index CORRECTION FIRST: a row in name-block-bases.txt is a (function, REGISTER) pair, not a function. Every one-line label I carried for these blocks quoted one of two rows, and the other row of the same function is an unrelated schema: sub_822E3EC8 r11 = 29 shader constants + techniques, r10 = 15 material map slots; sub_822AFA50 r11 = XDK shader-compiler tokens, r10 = 13 menu camera tags; sub_823AE908 r11 = the 43-name S16 boss collision table, r31 = 33 shader tokens (the dense-block false positive). Quote the register. The engine's material vocabulary (into xbg7-mesh.md, which owns the _col/_spc/_gls/_lum suffixes): nine base map slots -- ColorMap, LuminosityMap, SpecularityMap, GlossinessMap, ReflectionMap, TransparencyMap, NormalMap, FresnelMap, EdgeTransparencyMap -- and seven *MapArray twins; 9 - 7 = 2, and the two without a twin are FresnelMap and EdgeTransparencyMap. Four of the nine are exactly the four documented suffixes; the other five have no suffix in the shipped meshes, so the engine supports more channels than the assets use. Plus 17 g_* shader constants, three cube samplers, and DepthOnly / MotionVector / Transparent techniques -- the ...Last matrices with the motion-vector technique say the renderer keeps the previous frame's per-object transform. The S16 boss's collision parts (into collisionset.md): sub_823AE908 r11 is an interleaved (mesh, logical-part) table -- rou_e901_body_02_c -> Boss16CollisionBody02, five wing pairs, both tails, barrier, rou_e910_core_cmesh -> Boss16CollisionCore, and mob_n900{,_b01,_b02,_gear}_cmesh -> Room00/01/02 + Gear00/01/02. 23 logical parts + 20 meshes = 43, differing by exactly three: Body01 opens with no mesh and the one gear mesh carries three gear names. Cross- links the S16 Guardian/Core object found during the PlayerParams work. Not settled: whether those meshes are CollisionSet entries, why Body01 has no mesh, and no shader slot was traced to a shipped shader. Co-Authored-By: Claude Opus 5 (1M context) Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE --- docs/re/BACKLOG.md | 47 ++++++++++++++++++++++ docs/re/structures/collisionset.md | 29 +++++++++++++ docs/re/structures/player-tuning-tables.md | 25 +++++++----- docs/re/structures/xbg7-mesh.md | 36 +++++++++++++++++ 4 files changed, 128 insertions(+), 9 deletions(-) diff --git a/docs/re/BACKLOG.md b/docs/re/BACKLOG.md index 95bad41..6705b8f 100644 --- a/docs/re/BACKLOG.md +++ b/docs/re/BACKLOG.md @@ -5292,3 +5292,50 @@ screen rather than a different one. convention, not a table. `PLAYER_AMMO_LESS_10` unexplained. And **two of the four surfaced blocks remain unopened** (`g_mWorldViewProjection`/`NormalMap` engine material slots; `Boss16Collision*` + `roh_n001_menu1_cam_pos`). + +--- + +## ✅⚠️ 2026-08-27 — the last base-solver blocks: two findings, and a correction to how I read the index + +Item (a). Static only; no artefact changed. + +⚠️ **CORRECTION FIRST — a row is a (function, REGISTER) pair, not a function.** +Every one-line label I carried for these blocks quoted **one of two** rows, and +the other row of the same function is an unrelated schema: + +| function | one row | the other | +|---|---|---| +| `sub_822E3EC8` | `r11` 29 — shader constants + techniques | `r10` 15 — the material map slots | +| `sub_822AFA50` | `r11` 16 — XDK shader-compiler tokens | `r10` 13 — the menu camera tags | +| `sub_823AE908` | `r11` 43 — the S16 boss collision table | `r31` 33 — shader tokens (false positive) | + +So "`sub_822AFA50` = menu camera tags" and "`sub_822E3EC8` = `NormalMap`…" were +each half-right by accident. **Quote the register.** + +✅ **The engine's material vocabulary** (written into `xbg7-mesh.md`, which owns +the `_col`/`_spc`/`_gls`/`_lum` suffixes). Nine base map slots — `ColorMap`, +`LuminosityMap`, `SpecularityMap`, `GlossinessMap`, `ReflectionMap`, +`TransparencyMap`, `NormalMap`, `FresnelMap`, `EdgeTransparencyMap` — and +**seven `*MapArray` twins**; `9 − 7 = 2`, and the two without a twin are +`FresnelMap` and `EdgeTransparencyMap`. 🔑 **Four of the nine are exactly the four +documented suffixes**; the other five have no suffix in the shipped meshes — the +engine supports more channels than the assets use. Plus 17 `g_*` shader +constants, three cube samplers, and `DepthOnlyTechnique` / +`MotionVectorTechnique` / `TransparentTechnique` — the `…Last` matrices plus the +motion-vector technique say the renderer keeps the previous frame's per-object +transform. + +✅ **The S16 boss's collision parts** (written into `collisionset.md`). +`sub_823AE908` `r11` is an **interleaved (mesh, logical-part) table**: +`rou_e901_body_02_c → Boss16CollisionBody02`, the five wing pairs, both tails, +`rou_e901_barrier_cmesh → …Barrier`, `rou_e910_core_cmesh → …Core`, and +`mob_n900{,_b01,_b02,_gear}_cmesh → …Room00/01/02 + Gear00/01/02`. +**23 logical parts + 20 meshes = 43**, differing by exactly three: `Body01` opens +with no mesh, and the one gear mesh carries three gear names. +🔑 Cross-links the S16 `Guardian`/`Core` object from the `PlayerParams` work — +`Shell_S16Boss_*` weapons there, `Boss16CollisionCore` here. + +🟡 Not settled: whether the `rou_e901_*_c` meshes are entries of the +`CollisionSet` library (its 18 blobs are byte-identical, so a name join was not +attempted); why `Body01` has no mesh; and none of the shader slots was traced to +a shipped shader. diff --git a/docs/re/structures/collisionset.md b/docs/re/structures/collisionset.md index 1905aaf..41966eb 100644 --- a/docs/re/structures/collisionset.md +++ b/docs/re/structures/collisionset.md @@ -157,3 +157,32 @@ exports any named mesh. 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. + +## ✅ The Stage 16 boss's collision parts, named in the executable (2026-08-27) + +Found by the base-solver ([[player-tuning-tables]]): **`sub_823AE908`, `r11`, +43 names**, and the list is an **interleaved (mesh, logical-part) table**: + +``` +rou_e901_body_02_c → Boss16CollisionBody02 rou_e901_wing_0N_{L,R}_c → …Wing0N{L,R} +rou_e901_tail_{L,R}_c→ Boss16CollisionTail{L,R} rou_e901_barrier_cmesh → …Barrier +rou_e910_core_cmesh → Boss16CollisionCore mob_n900_cmesh → …Room00 +mob_n900_b01_cmesh → …Room01 mob_n900_b02_cmesh → …Room02 +mob_n900_gear_cmesh → …Gear00 / …Gear01 / …Gear02 +``` + +**23 logical parts + 20 meshes = 43**, and the two counts differ by exactly +three: `Boss16CollisionBody01` opens the list with no mesh before it, and +`mob_n900_gear_cmesh` is followed by **three** gear names. A second row +(`sub_823C0260`, 15 names) lists the hull parts alone — `Body01…03`, `TailL/R`, +`Wing01L…Wing05R` — with no meshes. + +🔑 **This is the same boss the `PlayerParams` work turned up**: the S16 +`Guardian` / `Core` object ([[player-tuning-tables]]) names its weapons +`Shell_S16Boss_*`, and here `rou_e910_core_cmesh → Boss16CollisionCore` gives the +`Core` record a collision hull. `rou_e901` is the boss craft; `mob_n900` is the +station/room structure it sits in, whose three `Gear` parts share one mesh. + +🟡 Not settled: whether these meshes are entries of the `CollisionSet` library +above (all 18 blobs are byte-identical, so a name-level join was not attempted), +and why `Body01` has no mesh in the list. diff --git a/docs/re/structures/player-tuning-tables.md b/docs/re/structures/player-tuning-tables.md index 88540c0..4cf3d4c 100644 --- a/docs/re/structures/player-tuning-tables.md +++ b/docs/re/structures/player-tuning-tables.md @@ -236,15 +236,22 @@ census that followed is in that document. The same base `0x8208583C` also serves `sub_82338EE0` (97 names, `Weapon TargetType SpecialWeaponType ReticleType IsCharging …`) — the **weapon** datasheet loader, likewise not previously named. -**Other unowned blocks the index surfaces** (measured, not investigated): -`sub_822215D0` (205/206, `PGHUD_*` / `PGREMAIN_NUM%d` / `PGTIMER_NUM%d` — HUD -part names; [[mission-script-manifest]] mentions `PGHUD_SUBTARGET` only), -`sub_822814D8` + `sub_8227A3A0` (`STAGE_RESULT`, `stage_num_shoot_down_aircrafts`, -`EX_OVERVIEW` — results/leaderboard fields), `sub_822E3EC8` -(`g_mWorldViewProjection`, `NormalMap`, `GlossinessMap` — engine shader/material -slots), `sub_823C0260` + `sub_823AE908` (`Boss16CollisionBody01…`, -`rou_e901_body_02_c` — the S16 boss collision parts, cross-linking the `Guardian` -object above), and `sub_822AFA50` (`roh_n001_menu1_cam_pos` — menu camera tags). +⚠️ **CORRECTION (2026-08-27) — a row is a (function, REGISTER) pair, not a +function.** My one-line labels for those blocks each quoted **one of two** rows, +and the other row of the same function is a different schema entirely: + +| function | one row | the other row | +|---|---|---| +| `sub_822E3EC8` | `r11` 29 — shader constants + techniques | `r10` 15 — the material **map slots** | +| `sub_822AFA50` | `r11` 16 — XDK shader-compiler tokens (`__vspltw`, `__vsel`) | `r10` 13 — the **menu camera tags** | +| `sub_823AE908` | `r11` 43 — the **S16 boss collision** table | `r31` 33 — shader tokens (the dense-block false positive) | + +**Read `docs/re/data/name-block-bases.txt` by row, and quote the register.** +The three findings themselves are written up where they belong: +[[xbg7-mesh]] (material slots + shader constants) and [[collisionset]] (the S16 +boss's 23 collision parts over 20 meshes). `sub_822AFA50`'s camera-tag row is +13 `roh_n001_menu{1,2}_*_cam_{pos,tag}` names — the menu scene's camera +positions and look-at tags, with `menu2` having sub-shots `2_0`–`2_4b`. 🟡 None of those five were opened; the index says what each names, not what each means. diff --git a/docs/re/structures/xbg7-mesh.md b/docs/re/structures/xbg7-mesh.md index ae8c2a2..90ca236 100644 --- a/docs/re/structures/xbg7-mesh.md +++ b/docs/re/structures/xbg7-mesh.md @@ -1727,3 +1727,39 @@ resident but the unit never appeared). So the anchor line of work is **done for practical purposes**: every real mesh the engine draws in three captured missions decodes, at the offsets the GPU used, with index runs matching byte for byte (93/93 and 128/128). + +## ✅ The engine's material slots and shader constants (2026-08-27) + +This document names the **TX2D channel suffixes** — `_col` albedo, `_spc` +specular, `_gls` gloss, `_lum` luminance. What it did not say is what the engine +calls those slots. `sub_822E3EC8` reads two blocks (base-solver, +[[player-tuning-tables]]): + +**`r10` — 15 material map slots.** Eight base maps, `LuminosityMap`, +`SpecularityMap`, `GlossinessMap`, `ReflectionMap`, `TransparencyMap`, +`NormalMap`, `FresnelMap`, `EdgeTransparencyMap`, plus **seven `*MapArray` +twins** — `ColorMapArray`, `LuminosityMapArray`, `SpecularityMapArray`, +`GlossinessMapArray`, `ReflectionMapArray`, `TransparencyMapArray`, +`NormalMapArray`. ⚠️ `ColorMap` itself sits in the *other* block, so the base set +is **nine**; **`FresnelMap` and `EdgeTransparencyMap` are the two with no array +twin** (9 base − 7 arrays = 2, named in full). + +🔑 **Four of the nine slots are exactly the four suffixes above** — `ColorMap` +(`_col`), `SpecularityMap` (`_spc`), `GlossinessMap` (`_gls`), `LuminosityMap` +(`_lum`). The other five (`NormalMap`, `ReflectionMap`, `TransparencyMap`, +`FresnelMap`, `EdgeTransparencyMap`) have **no suffix observed in the meshes this +document decodes** — the engine supports more channels than the shipped assets +use. + +**`r11` — 29 shader constants and techniques.** `g_mWorldViewProjection`, +`g_mWorldViewProjectionLast`, `g_mObjectToView`, `g_mObjectToViewLast`, +`g_mWorld`, `g_Params`, `g_UVParams`, `g_LayerParams`, `g_MapEnable`, +`g_MapLayerEnable`, `g_vWorldEyePos`, `g_vLightDirection`, `g_LightColor`, +`g_EffectLightPosition`, `g_EffectLightColor`, `g_fogEnable`, `g_fogParams`; +cube samplers `DiffuseCube`, `SpecularCube`, `GlossCube`; and the techniques +`DepthOnlyTechnique`, `MotionVectorTechnique`, `TransparentTechnique` (+ a +"Normal technique found" / "Shadow map technique found" log pair). + +🔑 The `…Last` matrices and `MotionVectorTechnique` together say the renderer +keeps the **previous frame's transform per object** — i.e. a motion-vector pass. +🟡 None of this was traced to a shipped shader; it is the slot vocabulary only.