feat: initialise workspace — Milestone 1 asset explorer

Three-crate Cargo workspace structured per PROJECT.md spec:
- crates/sylpheed-formats  — Xbox 360 format parsers (no Bevy)
- crates/sylpheed-viewer   — Bevy 0.15 asset viewer + egui UI
- crates/sylpheed-cli      — CLI tools (extract/list/sniff/texture)

Milestone 1 features:
- XISO disc image reading via xdvdfs 0.8
- XPR2 texture container parsing + Morton de-tiling
- D3DFORMAT → wgpu TextureFormat mapping (DXT1/3/5, DXN, ARGB)
- Custom Bevy AssetLoader for .xpr files
- Orbit camera (LMB orbit, RMB pan, scroll zoom)
- egui file browser + RE notes panel
- CLI: extract / list / sniff / texture info / texture export
- GitHub Actions CI (Linux, macOS, Windows, WASM)
- Trunk WASM build config

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-03-25 21:04:07 +01:00
commit f8127e73b0
23 changed files with 8107 additions and 0 deletions

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[package]
name = "sylpheed-formats"
description = "Xbox 360 game asset format parsers for Project Sylpheed: Arc of Deception"
version.workspace = true
edition.workspace = true
license.workspace = true
authors.workspace = true
[dependencies]
xdvdfs = { workspace = true }
binrw = { workspace = true }
tokio = { workspace = true }
futures = { workspace = true }
thiserror = { workspace = true }
anyhow = { workspace = true }
tracing = { workspace = true }
serde = { workspace = true }
serde_json = { workspace = true }
[dev-dependencies]
tokio = { workspace = true }

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//! Audio format parsing — XMA and XWB handling.
//!
//! Xbox 360 games use **XMA** (Xbox Media Audio) as their primary audio codec.
//! XMA is a proprietary Microsoft codec derived from WMA Pro.
//!
//! ## The Challenge
//! XMA decoding requires Microsoft's proprietary XMA decoder, which is only
//! available in the Windows DirectX runtime. There are two approaches:
//!
//! ### Option A: Convert on extraction (recommended for Milestone 1)
//! Use `xma2encode.exe` (from Xbox 360 SDK) or `ffmpeg` (has partial XMA support)
//! to pre-convert all audio to OGG/WAV during the extraction step.
//!
//! ```bash
//! # Convert a single XMA file to WAV using ffmpeg
//! ffmpeg -i audio.xma output.wav
//!
//! # Or use VGMStream's test.exe for more accurate XMA decoding
//! ```
//!
//! ### Option B: XMA2 software decoder
//! The `xma2dec` project provides an open-source XMA2 decoder.
//! GitHub: https://github.com/koolkdev/xmalib (research-quality)
//!
//! ### XWB Wave Bank format
//! Xbox 360 games typically bundle audio into XWB (Xbox Wave Bank) files.
//! These are containers that hold multiple XMA streams.
//! Reference: https://github.com/microsoft/DirectXTK/tree/main/Audio
use thiserror::Error;
#[derive(Debug, Error)]
pub enum AudioError {
#[error("Unknown audio format magic: {0:?}")]
UnknownMagic([u8; 4]),
#[error("XMA decoding requires pre-conversion. See audio.rs for instructions.")]
XmaNotSupported,
#[error("Parse error: {0}")]
Parse(String),
}
/// An audio clip decoded to raw PCM, ready for Bevy's audio system.
#[derive(Debug, Clone)]
pub struct GameAudio {
/// Raw PCM samples (interleaved for stereo: L R L R ...)
pub samples: Vec<f32>,
pub channels: u16,
pub sample_rate: u32,
}
impl GameAudio {
/// Parse audio from raw bytes.
///
/// Currently only WAV/PCM is supported. For XMA files, pre-convert using:
/// `ffmpeg -i file.xma file.wav`
pub fn from_bytes(bytes: &[u8]) -> Result<Self, AudioError> {
// Check for WAV magic
if bytes.len() >= 4 && &bytes[..4] == b"RIFF" {
return Self::from_wav(bytes);
}
// XMA magic bytes
if bytes.len() >= 4 && (
&bytes[..4] == b"XWB\0" || // Wave bank
&bytes[..4] == b"XMA2" // Raw XMA2
) {
return Err(AudioError::XmaNotSupported);
}
Err(AudioError::UnknownMagic(
bytes[..4.min(bytes.len())].try_into().unwrap_or([0u8; 4])
))
}
fn from_wav(bytes: &[u8]) -> Result<Self, AudioError> {
// Minimal WAV parser for PCM files
// A proper implementation should use the `hound` crate:
// https://crates.io/crates/hound
//
// TODO: Add `hound = "3"` to Cargo.toml and implement properly
Err(AudioError::Parse(
"WAV parsing TODO: add `hound` crate and implement".to_string()
))
}
}

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//! # sylpheed-formats
//!
//! Asset format parsers for Project Sylpheed: Arc of Deception (Xbox 360).
//!
//! This crate handles:
//! - Reading game files from XISO disc images (native only)
//! - Parsing Xbox 360 texture formats (XPR2 containers + DXT de-tiling)
//! - Parsing mesh formats (to be reverse engineered)
//! - Parsing audio formats (XMA → standard PCM)
//!
//! ## Platform notes
//! XISO reading is only available on native (Windows/macOS/Linux).
//! On WASM, assets must be pre-extracted and served over HTTP.
pub mod texture;
pub mod vfs;
// XISO reading is not available in-browser
#[cfg(not(target_arch = "wasm32"))]
pub mod xiso;
// Mesh parsing — scaffold for reverse engineering
pub mod mesh;
// Audio parsing — scaffold for XMA handling
pub mod audio;
/// Re-export the most commonly used types at the crate root.
pub use texture::{X360Texture, X360TextureFormat};
pub use vfs::{GameAssets, VfsError};

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//! Mesh format parsing — TO BE REVERSE ENGINEERED.
//!
//! Project Sylpheed uses a completely custom engine with unknown mesh formats.
//! This module is a scaffold: populate these structs as you discover the
//! actual binary layout using a hex editor (010 Editor) and Ghidra.
//!
//! ## RE Strategy for Meshes
//!
//! 1. Extract the game files using xdvdfs
//! 2. Look for files with extensions like .mdl, .mesh, .geo, .obj, .pak
//! 3. Open them in a hex editor — look for:
//! - Repeating patterns of 12 bytes (XYZ float vertices)
//! - Groups of 3 uint16s (triangle indices)
//! - Header magic bytes
//! 4. Cross-reference with Ghidra's XEX analysis to find the load functions
//!
//! ## Useful tools
//! - 010 Editor with binary templates
//! - Noesis (can preview many console formats)
//! - binrw (this project) for writing the parser once the format is known
use thiserror::Error;
#[derive(Debug, Error)]
pub enum MeshError {
#[error("Unknown mesh magic: {0:?}")]
UnknownMagic([u8; 4]),
#[error("Unsupported mesh version: {0}")]
UnsupportedVersion(u32),
#[error("Parse error: {0}")]
Parse(String),
}
/// A decoded 3D mesh ready for Bevy.
/// Vertex positions, normals, UVs, and indices.
#[derive(Debug, Default, Clone)]
pub struct GameMesh {
/// Interleaved vertex positions [x, y, z, x, y, z, ...]
pub positions: Vec<[f32; 3]>,
/// Vertex normals [nx, ny, nz, ...]
pub normals: Vec<[f32; 3]>,
/// UV texture coordinates [u, v, ...]
pub uvs: Vec<[f32; 2]>,
/// Triangle list indices
pub indices: Vec<u32>,
/// Name of this mesh (if available in the file)
pub name: Option<String>,
}
impl GameMesh {
/// Parse a mesh from raw bytes.
///
/// TODO: implement once the actual file format is identified.
/// Currently returns an error until the format is reverse engineered.
pub fn from_bytes(_bytes: &[u8]) -> Result<Vec<Self>, MeshError> {
// ┌──────────────────────────────────────────────────────────────┐
// │ REVERSE ENGINEERING TODO │
// │ │
// │ Steps to implement this: │
// │ 1. Find mesh files in the extraction (look for .mdl etc.) │
// │ 2. Identify the file format using identify_format() in vfs │
// │ 3. Use 010 Editor to map the binary structure │
// │ 4. Add binrw #[derive(BinRead)] structs above │
// │ 5. Implement this function to parse and return meshes │
// └──────────────────────────────────────────────────────────────┘
Err(MeshError::Parse(
"Mesh format not yet reverse engineered. \
See RE TODO in src/mesh.rs".to_string()
))
}
}

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//! Xbox 360 texture format parsing and de-tiling.
//!
//! ## The Problem: GPU Tiling
//! The Xbox 360 Xenos GPU stores textures in a "tiled" memory layout for
//! cache efficiency. The tiles are 32×32 texel macro-tiles, and within
//! each macro-tile the DXT compression blocks are arranged in Morton
//! (Z-order curve) order. Before we can upload a texture to a modern GPU,
//! we must "de-tile" it back to a standard linear (row-major) layout.
//!
//! ## Reference implementations
//! - Xenia emulator: `src/xenia/gpu/texture_util.cc`
//! - RareView (C#): Xbox 360 texture de-tiling
//! - swizzleinator crate: general console texture unswizzling
use binrw::{BinRead, binread};
use thiserror::Error;
// ── Error type ───────────────────────────────────────────────────────────────
#[derive(Debug, Error)]
pub enum TextureError {
#[error("Invalid texture header magic: expected {expected:?}, got {got:?}")]
BadMagic { expected: [u8; 4], got: [u8; 4] },
#[error("Unsupported texture format: 0x{0:02X}")]
UnsupportedFormat(u8),
#[error("Buffer too small: need {needed} bytes, have {have}")]
BufferTooSmall { needed: usize, have: usize },
#[error("IO error: {0}")]
Io(#[from] std::io::Error),
#[error("Parse error: {0}")]
Parse(#[from] binrw::Error),
}
// ── Texture formats ───────────────────────────────────────────────────────────
/// D3DFORMAT values used by the Xbox 360 SDK for texture data.
/// These appear in XPR2 headers and in-memory texture descriptors.
///
/// Format codes sourced from:
/// - Xbox 360 SDK documentation (leaked)
/// - Xenia emulator source (gpu/xenos.h)
/// - ZenHAX community research
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u8)]
pub enum X360TextureFormat {
/// DXT1 / BC1 — 4 bpp, 1-bit alpha
Dxt1 = 0x52,
/// DXT3 / BC2 — 8 bpp, 4-bit explicit alpha
Dxt3 = 0x53,
/// DXT5 / BC3 — 8 bpp, 8-bit interpolated alpha
Dxt5 = 0x54,
/// DXN / BC5 / ATI2 — normal maps, two-channel
Dxn = 0x71,
/// Uncompressed A8R8G8B8 — 32 bpp
A8R8G8B8 = 0x06,
/// Uncompressed X8R8G8B8 — 32 bpp, no alpha
X8R8G8B8 = 0x07,
}
impl X360TextureFormat {
pub fn from_u8(v: u8) -> Option<Self> {
match v {
0x52 => Some(Self::Dxt1),
0x53 => Some(Self::Dxt3),
0x54 => Some(Self::Dxt5),
0x71 => Some(Self::Dxn),
0x06 => Some(Self::A8R8G8B8),
0x07 => Some(Self::X8R8G8B8),
_ => None,
}
}
/// Bytes per compressed block (4×4 texel group).
/// For uncompressed formats, bytes per pixel instead.
pub fn bytes_per_block(&self) -> usize {
match self {
Self::Dxt1 => 8,
Self::Dxt3 | Self::Dxt5 | Self::Dxn => 16,
Self::A8R8G8B8 | Self::X8R8G8B8 => 4,
}
}
/// Is this a BCn block-compressed format?
pub fn is_block_compressed(&self) -> bool {
matches!(self, Self::Dxt1 | Self::Dxt3 | Self::Dxt5 | Self::Dxn)
}
/// Texels per block side (4 for BCn, 1 for uncompressed).
pub fn block_size(&self) -> usize {
if self.is_block_compressed() { 4 } else { 1 }
}
}
// ── XPR2 container format ─────────────────────────────────────────────────────
/// XPR2 is Microsoft's Xbox Packed Resource v2 format.
/// It stores D3D resources (textures, vertex buffers, index buffers)
/// in a single blob that can be DMA'd directly into GPU memory.
///
/// The header is big-endian (Xbox 360 is big-endian PowerPC).
/// NOTE: Project Sylpheed may use a custom container. If files don't
/// start with b"XPR2", check for game-specific magic bytes instead.
#[binread]
#[br(magic = b"XPR2", big)]
#[derive(Debug, Clone)]
pub struct Xpr2Header {
/// Total file size in bytes
pub total_size: u32,
/// Size of the header section (texture data starts after this)
pub header_size: u32,
/// Number of resource entries in this file
pub num_resources: u32,
}
/// A single resource entry within an XPR2 file.
/// Each entry describes one D3D resource (texture, buffer, etc.)
#[binread]
#[br(big)]
#[derive(Debug, Clone)]
pub struct Xpr2ResourceEntry {
/// Encoded type and reference count.
/// Bits [0..15] = ref_count
/// Bits [16..18] = resource type (4 = texture)
/// Bits [19..31] = flags
pub resource_type_and_flags: u32,
/// Offset of this resource's data within the XPR2 file
pub data_offset: u32,
/// Reserved / unknown
pub _unknown: u32,
}
impl Xpr2ResourceEntry {
pub fn resource_type(&self) -> u8 {
((self.resource_type_and_flags >> 16) & 0x7) as u8
}
pub fn is_texture(&self) -> bool {
self.resource_type() == 4
}
}
/// Xbox 360 D3D texture descriptor embedded in an XPR2 resource.
/// This is what the GPU register `NV097_SET_TEXTURE_FORMAT` receives.
///
/// Reference: xboxdevwiki.net/XPR
#[binread]
#[br(big)]
#[derive(Debug, Clone)]
pub struct X360TextureDesc {
/// Packed GPU texture format register
/// Bits [0..3] = DMA channel
/// Bits [4..7] = dimensionality (2 = 2D)
/// Bits [8..15] = D3DFORMAT (see X360TextureFormat)
/// Bits [16..19] = mip levels
/// Bits [20..23] = width as power-of-two: actual = 1 << value
/// Bits [24..27] = height as power-of-two: actual = 1 << value
/// Bits [28..31] = depth (for 3D textures)
pub gpu_format: u32,
/// For non-power-of-two textures, encodes actual dimensions
pub npot_size: u32,
}
impl X360TextureDesc {
pub fn format_code(&self) -> u8 {
((self.gpu_format >> 8) & 0xFF) as u8
}
pub fn format(&self) -> Option<X360TextureFormat> {
X360TextureFormat::from_u8(self.format_code())
}
pub fn mip_levels(&self) -> u32 {
(self.gpu_format >> 16) & 0xF
}
/// Width from the packed power-of-two field.
pub fn width_pow2(&self) -> u32 {
1 << ((self.gpu_format >> 20) & 0xF)
}
/// Height from the packed power-of-two field.
pub fn height_pow2(&self) -> u32 {
1 << ((self.gpu_format >> 24) & 0xF)
}
}
// ── Decoded texture ───────────────────────────────────────────────────────────
/// A decoded Xbox 360 texture, ready to upload to a modern GPU.
///
/// After `from_xpr2()` or `from_raw_tiled()`, the `data` field contains
/// the texture in standard linear layout that Bevy / wgpu can consume.
#[derive(Debug, Clone)]
pub struct X360Texture {
pub width: u32,
pub height: u32,
pub format: X360TextureFormat,
pub mip_levels: u32,
/// De-tiled texture data in linear (row-major) order.
/// For BCn formats: standard DDS-style packed block data.
/// For ARGB: standard RGBA8 pixel data.
pub data: Vec<u8>,
}
impl X360Texture {
/// Parse a texture from a raw XPR2 file's bytes.
///
/// This handles the full pipeline:
/// 1. Parse XPR2 header + resource descriptors
/// 2. Locate the texture resource
/// 3. De-tile the GPU memory layout → linear layout
pub fn from_xpr2(bytes: &[u8]) -> Result<Self, TextureError> {
use std::io::Cursor;
let mut cur = Cursor::new(bytes);
// Parse main header (validates "XPR2" magic)
let header = Xpr2Header::read(&mut cur)?;
// Parse resource entries
let mut entries = Vec::new();
for _ in 0..header.num_resources {
entries.push(Xpr2ResourceEntry::read(&mut cur)?);
}
// Find the first texture resource
let tex_entry = entries.iter()
.find(|e| e.is_texture())
.ok_or_else(|| TextureError::UnsupportedFormat(0))?;
// The texture descriptor immediately follows the resource entries
let desc = X360TextureDesc::read(&mut cur)?;
let format = desc.format()
.ok_or(TextureError::UnsupportedFormat(desc.format_code()))?;
let width = desc.width_pow2();
let height = desc.height_pow2();
// Texture data is at header_size offset
let data_start = header.header_size as usize;
if bytes.len() <= data_start {
return Err(TextureError::BufferTooSmall {
needed: data_start + 1,
have: bytes.len(),
});
}
let tiled_data = &bytes[data_start..];
// De-tile!
let linear_data = detile(tiled_data, width, height, format)?;
Ok(X360Texture {
width,
height,
format,
mip_levels: desc.mip_levels().max(1),
data: linear_data,
})
}
/// Parse a texture from already-known parameters + raw tiled data.
///
/// Use this when you've reverse-engineered a game-specific container
/// and extracted the raw tiled texture bytes yourself.
pub fn from_raw_tiled(
tiled_data: &[u8],
width: u32,
height: u32,
format: X360TextureFormat,
) -> Result<Self, TextureError> {
let linear_data = detile(tiled_data, width, height, format)?;
Ok(X360Texture {
width,
height,
format,
mip_levels: 1,
data: linear_data,
})
}
}
// ── Core de-tiling algorithm ──────────────────────────────────────────────────
/// De-tile an Xbox 360 GPU texture from tiled to linear layout.
///
/// Xbox 360 stores textures in a hierarchical tiled format:
/// - The texture is divided into 32×32 texel **macro-tiles**
/// - Within each macro-tile, DXT blocks are in **Morton (Z-order)** order
///
/// This is required for ALL textures regardless of whether they are
/// DXT-compressed or uncompressed — the GPU expects tiled memory.
///
/// Algorithm based on:
/// - Xenia: `texture_util.cc` `TileTexture()`
/// - GTA IV Xbox 360 Texture Editor by Pimpin Tyler and Anthony
pub fn detile(
src: &[u8],
width: u32,
height: u32,
format: X360TextureFormat,
) -> Result<Vec<u8>, TextureError> {
let block_size = format.block_size() as u32;
let bpb = format.bytes_per_block(); // bytes per block
// Dimensions in blocks
let blocks_wide = ((width + block_size - 1) / block_size).max(1);
let blocks_tall = ((height + block_size - 1) / block_size).max(1);
let expected = blocks_wide as usize * blocks_tall as usize * bpb;
if src.len() < expected {
return Err(TextureError::BufferTooSmall {
needed: expected,
have: src.len(),
});
}
let mut dst = vec![0u8; expected];
// Macro-tile dimensions (in blocks)
// Xbox 360 always uses 32×32 texel macro-tiles
let macro_tile_blocks = 32 / block_size; // = 8 for BCn (4×4 texels/block)
let macro_tiles_wide = (blocks_wide + macro_tile_blocks - 1) / macro_tile_blocks;
let macro_tiles_tall = (blocks_tall + macro_tile_blocks - 1) / macro_tile_blocks;
let blocks_per_macro_tile = (macro_tile_blocks * macro_tile_blocks) as usize;
for macro_y in 0..macro_tiles_tall {
for macro_x in 0..macro_tiles_wide {
let macro_base = ((macro_y * macro_tiles_wide + macro_x) as usize)
* blocks_per_macro_tile
* bpb;
for local in 0..blocks_per_macro_tile as u32 {
// Decode Morton (Z-order) index → (lx, ly) within macro-tile
let (lx, ly) = morton_decode(local);
let block_x = macro_x * macro_tile_blocks + lx;
let block_y = macro_y * macro_tile_blocks + ly;
// Skip blocks that fall outside the actual texture dimensions
if block_x >= blocks_wide || block_y >= blocks_tall {
continue;
}
let src_offset = macro_base + local as usize * bpb;
let dst_offset = (block_y * blocks_wide + block_x) as usize * bpb;
if src_offset + bpb <= src.len() && dst_offset + bpb <= dst.len() {
dst[dst_offset..dst_offset + bpb]
.copy_from_slice(&src[src_offset..src_offset + bpb]);
}
}
}
}
Ok(dst)
}
/// Decode a Morton (Z-order curve) index into (x, y) coordinates.
///
/// Morton encoding interleaves the bits of x and y coordinates:
/// index = ...y3 x3 y2 x2 y1 x1 y0 x0
///
/// This is the inverse operation — extract interleaved bits back to x, y.
#[inline]
pub fn morton_decode(index: u32) -> (u32, u32) {
let x = compact_bits(index);
let y = compact_bits(index >> 1);
(x, y)
}
/// Compact every other bit — the "de-interleave" operation.
/// Used by `morton_decode` to separate X and Y from a Morton index.
#[inline]
fn compact_bits(mut x: u32) -> u32 {
x &= 0x5555_5555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0
x = (x ^ (x >> 1)) & 0x3333_3333; // x = --fe --dc --ba --98 --76 --54 --32 --10
x = (x ^ (x >> 2)) & 0x0f0f_0f0f; // x = ----fedc ----ba98 ----7654 ----3210
x = (x ^ (x >> 4)) & 0x00ff_00ff; // x = --------fedcba98 --------76543210
x = (x ^ (x >> 8)) & 0x0000_ffff; // x = ----------------fedcba9876543210
x
}
// ── Tests ────────────────────────────────────────────────────────────────────
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn morton_decode_corners() {
// Index 0 → (0, 0)
assert_eq!(morton_decode(0), (0, 0));
// Index 1 → (1, 0) — bit 0 is x
assert_eq!(morton_decode(1), (1, 0));
// Index 2 → (0, 1) — bit 1 is y
assert_eq!(morton_decode(2), (0, 1));
// Index 3 → (1, 1)
assert_eq!(morton_decode(3), (1, 1));
}
#[test]
fn detile_noop_for_1x1_block() {
// A 4×4 DXT1 texture = exactly 1 block = 8 bytes
// De-tiling a single block should be identity
let src = vec![0xDE, 0xAD, 0xBE, 0xEF, 0x01, 0x02, 0x03, 0x04];
let result = detile(&src, 4, 4, X360TextureFormat::Dxt1).unwrap();
assert_eq!(result, src);
}
#[test]
fn x360_format_bytes_per_block() {
assert_eq!(X360TextureFormat::Dxt1.bytes_per_block(), 8);
assert_eq!(X360TextureFormat::Dxt5.bytes_per_block(), 16);
assert_eq!(X360TextureFormat::A8R8G8B8.bytes_per_block(), 4);
}
}

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//! Virtual file system abstraction.
//!
//! `GameAssets` provides a unified interface for accessing game files
//! regardless of whether they're in an extracted directory (the normal
//! development workflow) or read directly from an XISO (less common).
//!
//! ## Recommended workflow
//! 1. Run `xdvdfs unpack your_game.iso ./extracted/` once
//! 2. Point `GameAssets` at `./extracted/`
//! 3. Iterate fast — no ISO re-parsing on every launch
use std::path::{Path, PathBuf};
use thiserror::Error;
#[derive(Debug, Error)]
pub enum VfsError {
#[error("File not found: {0}")]
NotFound(String),
#[error("IO error reading {path}: {source}")]
Io {
path: String,
#[source]
source: std::io::Error,
},
}
/// Provides access to extracted game files.
///
/// All paths are relative to the extraction root and use `/` as separator.
/// The implementation handles OS-specific path separators internally.
pub struct GameAssets {
root: PathBuf,
}
impl GameAssets {
/// Create a new `GameAssets` pointing at a directory of extracted files.
///
/// Call `xdvdfs unpack game.iso ./extracted/` first.
pub fn from_directory(root: impl Into<PathBuf>) -> Self {
Self { root: root.into() }
}
/// Read a file's bytes by its in-game path.
///
/// # Example
/// ```no_run
/// # use sylpheed_formats::vfs::GameAssets;
/// let assets = GameAssets::from_directory("./extracted");
/// let bytes = assets.read("DEFAULT.XEX").unwrap();
/// ```
pub fn read(&self, game_path: &str) -> Result<Vec<u8>, VfsError> {
let disk_path = self.resolve(game_path);
std::fs::read(&disk_path).map_err(|e| VfsError::Io {
path: game_path.to_string(),
source: e,
})
}
/// Check whether a file exists.
pub fn exists(&self, game_path: &str) -> bool {
self.resolve(game_path).exists()
}
/// List all files under a subdirectory, recursively.
///
/// Returns paths relative to the extraction root, with `/` separators.
pub fn list(&self, subdir: &str) -> Result<Vec<String>, VfsError> {
let dir = self.resolve(subdir);
let mut result = Vec::new();
self.walk_dir(&dir, &dir, &mut result).map_err(|e| VfsError::Io {
path: subdir.to_string(),
source: e,
})?;
Ok(result)
}
/// Resolve a game-relative path to an OS filesystem path.
pub fn resolve(&self, game_path: &str) -> PathBuf {
// Normalize separators and join to root
let native = game_path.replace('/', std::path::MAIN_SEPARATOR_STR);
self.root.join(native)
}
fn walk_dir(
&self,
dir: &Path,
root: &Path,
out: &mut Vec<String>,
) -> std::io::Result<()> {
for entry in std::fs::read_dir(dir)? {
let entry = entry?;
let path = entry.path();
if path.is_dir() {
self.walk_dir(&path, root, out)?;
} else {
// Make path relative and use forward slashes
let rel = path.strip_prefix(root).unwrap_or(&path);
out.push(rel.to_string_lossy().replace('\\', "/"));
}
}
Ok(())
}
}
// ── Helpers for common file type detection ────────────────────────────────────
/// Sniff a file's format from its first bytes (magic number).
/// Use this to identify unknown file types during reverse engineering.
pub fn identify_format(bytes: &[u8]) -> FileFormat {
if bytes.len() < 4 {
return FileFormat::Unknown;
}
match &bytes[..4] {
b"XPR2" => FileFormat::Xpr2Texture,
b"RIFF" => FileFormat::Riff, // could be WAV or XWB
b"XWB\0" => FileFormat::XwbAudio, // Xbox Wave Bank
[0x89, b'P', b'N', b'G'] => FileFormat::Png,
b"DDS " => FileFormat::Dds,
_ => FileFormat::Unknown,
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum FileFormat {
Xpr2Texture,
Riff,
XwbAudio,
Png,
Dds,
Unknown,
}
impl FileFormat {
pub fn extension_hint(self) -> &'static str {
match self {
Self::Xpr2Texture => "xpr",
Self::Riff => "riff",
Self::XwbAudio => "xwb",
Self::Png => "png",
Self::Dds => "dds",
Self::Unknown => "bin",
}
}
}

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@@ -0,0 +1,168 @@
//! XISO / XDVDFS disc image reading.
//!
//! Xbox 360 game discs use the XDVDFS filesystem (also called XISO).
//! This module wraps the `xdvdfs` crate to extract game files into memory
//! or onto disk for further processing.
//!
//! ## Reference projects
//! - xdvdfs (Rust): https://github.com/antangelo/xdvdfs
//! - extract-xiso (C): https://github.com/XboxDev/extract-xiso
//! - Xenia emulator: https://github.com/xenia-canary/xenia-canary
use std::io::{Read, Seek};
use std::path::Path;
use anyhow::{Context, Result};
use tracing::{debug, info};
use xdvdfs::layout::VolumeDescriptor;
/// A handle to an open XISO image.
pub struct XisoReader<F: Read + Seek> {
volume: VolumeDescriptor,
file: F,
}
impl<F: Read + Seek + Send + Sync + 'static> XisoReader<F> {
pub async fn open(mut file: F) -> Result<Self> {
let volume = xdvdfs::read::read_volume(&mut file)
.await
.context("Failed to read XDVDFS volume descriptor. Is this a valid Xbox 360 ISO?")?;
info!(
"Opened XISO: root directory table at sector {}",
{ let s = volume.root_table.region.sector; s }
);
Ok(Self { volume, file })
}
/// List all files in the disc image, recursively (directories excluded).
pub async fn list_all_files(&mut self) -> Result<Vec<String>> {
let entries = self
.volume
.root_table
.file_tree(&mut self.file)
.await
.context("Failed to walk XISO file tree")?;
let mut paths = Vec::new();
for (parent, entry) in &entries {
if entry.node.dirent.is_directory() {
continue;
}
let name = entry
.name_str::<std::io::Error>()
.unwrap_or(std::borrow::Cow::Borrowed("<invalid>"));
// file_tree builds parent paths with a leading slash (e.g. "/dat").
// Trim it so we get "dat/filename" instead of "/dat/filename".
let full_path = format!("{}/{}", parent, name);
paths.push(full_path.trim_start_matches('/').to_string());
}
Ok(paths)
}
/// Read the raw bytes of a file by its path inside the ISO.
pub async fn read_file(&mut self, path: &str) -> Result<Vec<u8>> {
let dirent = self
.volume
.root_table
.walk_path(&mut self.file, path)
.await
.with_context(|| format!("File not found in ISO: {}", path))?;
let data = dirent
.node
.dirent
.read_data_all(&mut self.file)
.await
.with_context(|| format!("Failed to read file data: {}", path))?;
debug!("Read {} bytes from {}", data.len(), path);
Ok(data.into_vec())
}
/// Extract all files from the ISO into a directory on disk.
pub async fn extract_all(&mut self, output_dir: &Path) -> Result<ExtractStats> {
info!("Extracting ISO to {}", output_dir.display());
std::fs::create_dir_all(output_dir).context("Failed to create output directory")?;
let entries = self
.volume
.root_table
.file_tree(&mut self.file)
.await
.context("Failed to walk XISO file tree")?;
let mut stats = ExtractStats::default();
for (parent, entry) in &entries {
if entry.node.dirent.is_directory() {
continue;
}
let name = entry
.name_str::<std::io::Error>()
.unwrap_or(std::borrow::Cow::Borrowed("<invalid>"));
let rel_path = format!("{}/{}", parent, name);
let rel_path = rel_path.trim_start_matches('/');
let disk_path =
output_dir.join(rel_path.replace('/', std::path::MAIN_SEPARATOR_STR));
if let Some(parent_dir) = disk_path.parent() {
std::fs::create_dir_all(parent_dir).with_context(|| {
format!("Failed to create dir: {}", parent_dir.display())
})?;
}
let data = entry
.node
.dirent
.read_data_all(&mut self.file)
.await
.with_context(|| format!("Failed to read: {}", rel_path))?;
std::fs::write(&disk_path, &*data)
.with_context(|| format!("Failed to write: {}", disk_path.display()))?;
stats.files_extracted += 1;
stats.bytes_extracted += data.len() as u64;
debug!("Extracted {}", rel_path);
}
info!(
"Extraction complete: {} files, {} bytes",
stats.files_extracted, stats.bytes_extracted
);
Ok(stats)
}
}
/// Open an XISO from a file path (the common case).
pub async fn open_iso(path: &Path) -> Result<XisoReader<std::fs::File>> {
let file = std::fs::File::open(path)
.with_context(|| format!("Cannot open ISO: {}", path.display()))?;
XisoReader::open(file).await
}
/// Statistics from an extraction operation.
#[derive(Default, Debug)]
pub struct ExtractStats {
pub files_extracted: usize,
pub bytes_extracted: u64,
}
#[cfg(test)]
mod tests {
use super::*;
#[tokio::test]
#[ignore = "requires a real ISO image — set SYLPHEED_ISO env var"]
async fn test_list_iso() {
let iso_path =
std::env::var("SYLPHEED_ISO").expect("Set SYLPHEED_ISO to your ISO path");
let mut reader = open_iso(Path::new(&iso_path)).await.unwrap();
let files = reader.list_all_files().await.unwrap();
for f in &files {
println!("{}", f);
}
println!("Total: {} files", files.len());
}
}