Measured first, over GP_MAIN_GAME_E.pak, comparing every named-field read the
six struct loaders performed against the record table: 4435 reads, 2872 agreed,
**966 returned None for a field that has a value**, **596 flattened a field that
several records carry**, 1 was wrong (a weapon whose TargetType is the empty
string read back as the neighbouring token "Skip"). The prior report of
4453/2887/974/591/1 is the same picture; the small differences are definitional
(I count a read as flattened only when the records disagree).
Every read now goes through IdxdObject::record, and the types say where a value
comes from:
* Weapon = the `Weapon` record (launcher) + the `Shell` record (projectile).
Both carry an ID and a Name and — with `ShellWake` — an `Interval`, which the
flat reader merged; they are separate fields now. Power/Velocity/ranges/
LifeTime are Shell fields, which is why 427 weapon reads used to miss.
* CraftUnit/Vessel = `Generic` (hull) + `Maneuver` (flight model) +
`StructureCount` (counts) + `Shield`, plus a new `hardpoints: Vec<Hardpoint>`
— one entry per Turret_/Bridge_/Thruster_/Hatch_/ShieldGenerator_ record, each
with its own HP. A flat HP could only ever be one of them.
* PlayerConfig = `Player`, plus `phases: Vec<PlayerPhase>` (SpaceSize/SupplyRange
are per Phase_N) and `score: ByDifficulty<ScoreRules>` (MainMissionBonus is per
Score_<difficulty>; the flat answer was the Easy one).
* Character faces come from the `Faces` record's field names (identical output to
the old token scrape, 0 of 68 objects differ — now by construction).
* Stage = `StageResource` + `phases: Vec<StagePhase>`, and the packages it names.
* The `fields: BTreeMap` on every struct became `records: RecordSet`, which keeps
the record boundary; `RecordSet::everywhere(field)` answers "which record".
The token-scraping loaders move too, and this is where the old reader was worst:
* Arsenal: options are the positional fields of the STANDARD_<slot> records. The
scrape returned 16 nose options of which 8 were field keys and pilot names, and
47 for arm3 of which 38 were junk, while missing Mine_B2A and No_Equipment.
Now 8/12/9/9, all real weapons.
* Squadron: one record per squadron, members are Count*4 positional slots
(unit, message set, n, pilot) — 1160 squadrons with ids and 2295 member tuples,
against 28 idless squadrons and 47 members before. Agrees exactly with the
independent Python decode in docs/re/structures/unit-group-table.md.
* DemoMessage: 11775 lines against 10263, every one with a speaker, a portrait,
a delivery mode and a voice token, from fixed positional slots.
* PilotRoster: assignments are the records the `UNITS` record names, so each one
now carries its unit id, its loadout and the player marker.
* UnitRoster: the roster is the field *names* of the single `EnumUnit` record.
* load_weapons selects on the records (Weapon + Shell) rather than on token[0],
whose first byte is often a stray pool byte ("#Weapon", "%Weapon"). Same 131
objects, no heuristic. GP_HANGAR_ARSENAL.pak holds none of them — the module
doc's claim that player weapons live there was wrong.
schema:: constants keep their names and values but are documented for what they
are: record 0's name hash (PLAYER = Difficulty_Easy, UNIT = Maneuver, VESSEL =
Bridge_000, MESSAGE = Message_000), not a schema id.
Two things the migration exposes and does not fix, flagged in the docs instead:
load_units' bucket is 43 Type=Craft + 46 Type=Vessel objects (new `unit_type`
field lets a caller separate them), and StructureCount.TurretCount is not the
number of Turret_* records (the player's craft says 4 and has 63).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
The compositor read a keyframe as `top-left = (X,Y)`, `size = decoded · scale`
and ignored the declared pivot. That is right at 100 %, which is every element
the format was ever checked against — the pause menu, the ARSENAL chip ruler —
and wrong for every element that is scaled.
Measured against a framebuffer capture of Canary on the title screen.
`GP_TITLE.pak` build 7 element 13 is `ptbase2.t32`: 640x360, pivot (320,180),
one keyframe at (320,180) with scale 200 %. From the corner that is a 1280x720
rect at 320..1600 x 180..900 — a quarter-screen slab with the top-left quadrant
bare. Anchored at the pivot it is (0,0)..(1280,720), and the capture shows the
background art reaching all four edges. Normalised cross-correlation of the
composite against the capture, searched over +-40 px, peaks at (0,0): 0.90 on
the planet limb, 0.72 on the lower-left ship.
`ptcopyright.t32` calibrates the other half: unscaled, 694x20 at (293,655), and
the capture's glyph run is x 295..986 / y 700..718 once the 45 px of window
chrome is taken off. So the keyframe really is the top-left at 1:1.
Disc-wide this moves 865 of 5 130 resting placements. The pause menu's own
`pgpeff01` glow stops hanging off the menu frame to the bottom-right and
centres on it.
`ComposeOptions::backdrop` comes with it: the default dim slate stands in for
the PRMD dim-quad behind an in-mission screen, but comparing against a
framebuffer needs the black the game actually composites over, so
`screen render --black` can ask for it.
draw_save_ui held both an EventReader<RequestSaveOpen> (to know when the View
menu opened it) and an EventWriter<RequestSaveOpen> (so its own "Open savedata…"
button could re-trigger the file dialog). Bevy rejects a system that accesses
one event type both ways, and does so at schedule-validation time -- so the app
panicked on startup, before any window content.
The button now sets `SaveBrowser::request_open` and handle_save_open_request
treats that flag as equivalent to the event, with no path (dialog).
Audited every system in the viewer for the same shape; this was the only one.
Verified by running the binary to steady state rather than by compiling alone,
since a param conflict is invisible to the type checker.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Two new floating browsers, both fed only by static data — the disc for screens,
a savedata file for saves — following the existing Game Data / Ships pattern
(request event → worker thread → IsoLoaderMsg → draw system).
UI Screens
Pick a screen pak and one of its builds (a build = one context × language
variant; GP_PAUSE_MENU holds six) and see the screen reassembled at 1280×720
beside the element list it was derived from, so a wrong placement shows up as
a wrong picture and the row next to it says why. Per-element visibility
toggles, focused-state and loop-animation toggles, and an inspector showing
each element's sprite, parent link, kind flags, pivot and keyframe count.
Compositing decodes ~30 T8aD sprites, which is far too slow for the UI
thread, so it runs on a worker under the same generation gate the XPR path
uses — a toggle mid-decode discards the stale result rather than racing it.
The panel deliberately surfaces two things it would be easy to hide: sprites
that named a child the bundle does not hold, and builds recovered through the
.rat fallback (where elements without a record are simply absent).
Save File
Opens a savedata file (it lives in the emulator's content tree, not on the
disc, so this is a file dialog rather than a disc path). Shows the container,
the GHAD block with every field coloured by its actual confidence, the
Arsenal develop blob, the per-stage SHAB records, and the header summary.
Three things the panel states rather than glosses: the byte-identical
round-trip, which is the check the whole layout rests on; that SHAB records
are per-stage results and NOT the UI's save slots; and that the header
summary is what the Details panel reads, so a payload edit that leaves it
stale proves nothing about the field that was edited. Fields tested and
refuted (+36, +56) are shown as refuted rather than dropped.
Also gates draw_game_data_ui / draw_ships_ui at their registration site. Both
are #[cfg(not(wasm32))] but were registered unconditionally, so the wasm leg of
`just ci` failed on an undefined name. NOTE: that leg still does not build, for
a pre-existing and unrelated reason — the workspace pins tokio with features =
["full"], which pulls mio, which refuses to compile for wasm32. Fixing that
means restructuring tokio's features per target and is left alone here.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Two independent lines landed a `.rat` reading and neither was the whole
picture, so this merges them into one module and fixes what the merge exposed.
ui_layout — the screen is the BUNDLE, not the set of .rat records
------------------------------------------------------------------
`feat/ui-layout-preview` parsed `.rat` records; the autopilot stack documented
the RATC header and probed it in `examples/screen_layout.rs` but never landed a
library module. The `.rat`-only reading structurally cannot see an element that
has no record -- the `eff*` frame corners, the `deli*` dividers, `msg` -- which
is exactly what the committed real-vs-rebuilt capture shows missing. Rebuilt
around the header:
* element declaration table at 0x20 (60-byte entries: name, parent index at
+32, kind flags, pivot) = the back-to-front draw list;
* the placement region after it = per-element keyframe groups.
Verified against the disc, each against a fact the docs state independently:
`pgpeff02a` -> parent 3 = `pgpeff02`; `pgp_ttrl_btn10` rests at (546,288); the
pause buttons sit at 268/337/407/478, the documented 70 px pitch; the Arsenal
carries X = -516. The tutorial PAUSE menu now composites 11/11 elements and
matches the real screen more closely than the earlier rebuild did.
Three defects found while validating, none of which any test would have caught:
* the keyframe block is 40 bytes with X/Y/time at +28/+32/+36 and an
alpha-ramping ARGB at +0 -- the fade, previously unread;
* a group's data stops 4 bytes short of its last block's time slot, so that
word is the NEXT group's element index. Reading it produced times like
1869640736 and silently corrupted the max-dwell pick. Last-frame time is
now `None`;
* the `.rat` sprite-name field is not 16 bytes. Capping it there truncated
`pgp_ttrl_title.t32` to `pgp_ttrl_title.t`, which resolved against nothing
and dropped 4 of 11 tutorial elements from the composite.
Max-dwell also needed a tie-break: on equal gaps take the LATER frame, or
`pgpmsg` reports the y=645 fly-through instead of the y=605 it settles at.
savegame -- a Rust port of tools/re-capture/savegame.py
------------------------------------------------------
GDHA container, zlib payload, chunk stream (GDAA / phase / GHAD 122 B / 16x20 B
SHAB / trailer). Every GHAD word carries its own confidence rather than the
block being presented as solved: 6 named, 2 recorded as REFUTED (+36, +56 were
tested as difficulty and as stage and are neither), 7 still unknown.
Tested against the three real saves committed under docs/re/captures -- no disc
and no emulator needed. The load-bearing assertion is the byte-identical
round-trip; the develop differential is asserted as a property (spending 4000 P
moves +24 and not its twin +28, steps the clear ratio, and moves exactly two
blob entries), and the header summary is checked to agree with the payload it
mirrors -- the trap that makes the Details panel a bad oracle.
CLI: `screen list|info|render` and `save info`, so both are checkable headlessly
in the same spirit as `mesh render`.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The first read of the capture-truth table located our resources by searching the
container for their leading vertices, which reads much worse than reality: the
same leading run occurs at several offsets in one container. GameMesh now carries
the offset the anchor scan actually chose, so the comparison is exact -- 4 of the
ship's drawn buffers are anchored correctly, 2 are the twin collapse, and 2 are
real mis-anchors of a size we do decode (brg 51 verts, eng_02_l 44).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
When an opened GP_*.pak RATC entry is a .rat build, compose the screen
(ui_layout::compose_build) and show it atop the RATC detail, labelled
'UI screen', with the sprite children below. Reuses the existing pak-open +
T8aD-decode path — no new browser/threading. Entry summaries mark UI builds.
cargo check -p sylpheed-viewer: clean.
capture_verify example: clusters every part's ship-relative transform across
the new multi-snapshot, multi-instance F10 captures (5 snapshots, 43 e106
instances, all angles). Verdict: the dominant clusters match the static
assembly to ~1 unit on EVERY part — including BOTH engine nacelles at
(+-131, -133, -131) — so the "engines inside the hull" appearance is the
game's own placement: the engine geometry sits recessed in the aft hull, and
the visible "thrusters" in-game are exhaust FX drawn at the GN_Jet/GN_SJet
frames (Z ~ -570, past the stern).
To close that perception gap the viewer now draws simple exhaust cones at the
game's own jet frames (ship::exhaust_frames; part of the external-parts
toggle). The jet frames flip Z, so the cone apex is authored at +Z and lands
trailing aft — verified in the offline render.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the two things the user saw in the Ships browser:
- "Can't find the thrusters": show_external defaulted OFF, hiding the engine
rig / bridge / turrets entirely. Externals are EXACT since the node-TRS fix,
so the toggle now defaults ON (relabelled; off = bare hull bodies).
- "Some parts very far away": families without a composite scene graph (fighter
morph sets like f002 whose detached parts are authored far from the origin,
shared turret/prop part families) fell into the stack-at-origin fallback and
rendered as piles with stray pieces. ShipModel now carries has_composite and
the catalog lists only real assembled ships.
Offline audit across ALL stages (ship_audit example): the only far-away
outliers were composite-less f002 morph parts (now filtered); every capital
ship assembles coherently (e108 places its 7 turret instances, f105 its
mirrored shield generators). All primary composites are single-key tracks —
multikey exists only in animation composites (e901 attacks, missile-open),
which assemble_ship does not select.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The runtime capture served its true purpose: as the answer key that exposed the
static encoding. The XBG7 node joint table (node+0x44) holds NINE keyframe
channels [TX TY TZ RY RX RZ SX SY SZ] behind EIGHT pointer slots shifted one
track forward: channel k+1 = f64@(ptr[k]+8), and channel 0 -- TX, which no
pointer names -- sits at ptr[0]-0x48 (tracks are 0x50-byte records, value at
+8). The old 8-slot read took TY as X, RY as Y (usually 0 -- why both hulls
stacked on the centreline) and never saw TX at all (the +-264 hull offsets).
Euler order is Ry(ch3)*Rx(ch4)*Rz(ch5) with angles applied directly, pinned by
the captured engine nacelle Rx(-15)*Rz(30) decomposition. mesh.rs gains
read_trs9/node_rotation; scene_world_nodes and node_transforms both fixed
(saber fin overrides unaffected).
assemble_ship rewritten fully static and exact:
- every composite-node instance placed (alias duplicates collapsed, real
instances kept) including cross-id turret mounts (rou_e303_wep_01_root x2)
- the e_rou_<id>_eng cluster rig mounts at GN_Engine_01 (two mirrored nacelles
+-131 with -+30-degree cant + centre engine) -- world = frame o rig_local
- brg/sld at their exact GN frames (frames were always exact)
- shared-geometry twin pairs at +-TX: X-reflect the instance whose offset
opposes the geometry's dominant side (viewer reverses winding on det<0)
- squeezed node names resolve (wep02 -> wep_02_01)
Ground-truth gate: ship::tests::static_assembly_matches_runtime_capture asserts
static == the baked e106 capture for all 8 parts (T<1.0, R<0.02) plus both
nacelles, both turrets, and the starboard-hull mirror. Viewer now uses pure
static assembly; ship_capture + the baked table remain as the verification
oracle. Renders show a coherent, bilaterally-symmetric destroyer.
81 formats-lib + all disc tests green; viewer builds.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The second F10 capture (ship at _m LOD distance) closes e106 entirely: all 8
parts placed including the bridge both earlier captures missed, cross-validating
the doc's 7 known translations to 0.1 units and adding brg_01 at the exact
centreline (0, 153.3, -164.0).
Matching hardened by what the real capture taught us:
- LOD-aware: each part tries every variant vcount (base/_m/_l/_d) — a distant
ship draws its LOD copies, same local frame.
- Position-validated, SET-based, against the UNION of a part's variants: buffer
order != decode order, and one draw's vcount equalled the _m count while its
buffer held the FULL 1633-vert geometry. A coincidental vcount (foreign
51-vert mesh vs the bridge) is rejected by geometry.
- Runtime mirror handled: twins share one file geometry; the engine uploads the
starboard copy X-reflected. Mirror-validated draws bake diag(-1,1,1) and the
viewer reverses triangle winding for det<0 so front faces stay outward.
- Near-axis rotation entries snapped to exact 0/+-1 for a clean table; eng_01
keeps its genuine 30-degree nacelle rotation.
data/ship_placements.txt now ships e106 (viewer renders via the captured table);
embedded_e106_is_complete locks the baked data. part_pos + capture_match helper
examples added. 10 ship_capture tests; 80 formats-lib tests green; viewer builds.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Promote the F10 ship-capture correlator from an example into a reusable, unit-
tested library module (ship_capture): parse_capture (log -> per-draw rigid
WorldView from the c0..c2 WVP constants), correlate (match parts to draws by
vertex count, express each in the reference part's frame), and a checked-in
placement-table format (serialize_table/parse_table, embedded via
embedded_placement from data/ship_placements.txt).
build_ship_model now prefers a ship's captured placement over the static
assemble_ship when a table entry exists (empty table -> unchanged fallback).
correlate_capture example refactored onto the module + gains --emit to print a
table block. Doc updated: bake plumbing done; remaining is running real F10
captures to populate the table (needs the emulator).
5 new ship_capture tests (parse/normalize/correlate/table round-trip); 76
formats-lib tests + viewer build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two changes after user feedback that externals sit near-but-wrong (shield inset
into the hull, thruster floating close):
- Scale: the joint table's slots 5–7 are per-axis scale (a GN_ShieldG frame ships
at 0.5, GN_Jet FX at 2.4–6.5) and were being ignored, rendering scaled parts at
the wrong size. ScenePart now carries `s` and applies R·(S·v)+T.
- External placement is fundamentally approximate: a GN_* frame is the mount
PIVOT (f105's two GN_ShieldG frames are both on the centreline), while the
part's outboard/rotational offset lives in a detail sub-rig / runtime code this
static pass can't recover. So assemble_ship gains `include_external`: the hull
tier (rou_ nodes) is exact and always drawn; the external tier (bridge / shield
/ engine at GN_ frames) is opt-in via a "Show external parts" checkbox in the
Ships browser, off by default so the clean, correct hull is the default view.
The module doc is corrected to the scene-graph mechanism (the old "draw parts
untransformed" claim was wrong).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The first cut drew every part at the origin, overlapping into a mess — the parts'
vertex buffers are authored around the origin, NOT pre-placed. The real world
placement lives in the composite scene-graph resource `e_rou_<id>`, exactly like
node_transforms poses the DeltaSaber's fins within one resource — but here the
nodes reference SEPARATE geometry resources.
Two tiers, matching how the game splits a ship (as the user described):
- Hull — `rou_<id>_*` scene nodes name the hull body resources and carry their
world transform (bodies that together form the hull, not individually
destructible). Composed parent∘child down the first-child/next-sibling tree.
- External hardpoints — `GN_*` frame nodes are the Vessel mounts (`GN_Bridge_01`,
`GN_ShieldG_01`, `GN_Engine_01`, matching the IDXD recipe Frame names). Each
bridge / shield-generator / engine part is placed at its frame by category+idx —
the individually-destructible parts.
- mesh: `scene_world_nodes` — walk a composite, emit every `rou_`/`GN_` node with
its composed world transform (same record layout + TRS convention as
node_transforms, cross-resource). ScenePart{resource,m,t}+apply.
- ship: `assemble_ship(bytes, id)` — resolve hull nodes to the ship's own parts
(shared cross-id turrets excluded — they need the per-mount recipe), match
external parts to GN frames, fall back to a raw draw when a prop has no
composite. is_base_part now also drops `_dNN`/`_lNN`/`_mNN` LOD copies.
- viewer: build_ship_model runs assemble_ship, decodes only referenced resources,
bakes each part's world pose into its vertices (one posed copy per placement),
then assembles via the shared prepare path. RequestShipRender carries the id.
Verified headless: parts now spread into coherent single-ship extents
(e108 185×174×683, f106 703×479×2079, f101 carrier 560×539×1712) instead of
piling at the origin. Turret placement (shared eNNN gun models on many GN_*Gun*
frames) still pending the per-mount recipe.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds a Ships window that scans the stage containers, reconstructs each capital
ship from its XBG7 part family (via sylpheed_formats::ship), and renders the
whole assembled model in the 3D view on click.
- iso_loader: ShipBrowser resource + ShipRow (id, faction, name, parts, stage,
and linked Vessel stats: HP/size/turrets/bridges/shield gens), RequestShipCatalog
+ RequestShipRender events, ShipCatalogLoaded message. build_ship_catalog scans
Stage_S01..S30, groups resources into ships, joins Vessel recipes by id, and
sorts capital ships (Vessel-matched) first. handle_ship_render_request decodes
only the ship's parts (models_named) and assembles them off-thread, reusing the
existing XprPrepared → apply_prepared_xpr render + camera-focus path.
- prepare_models gains an `assemble` mode (prepare_ship): parts share ONE recentre
so each keeps its ship-local offset (bridge fore, engines aft) instead of the
per-model recentre / thumbnail grid used for a stage browse.
- ui: draw_ships_ui (own system, keeps draw_viewer_ui under the 16-param limit) —
faction filter chips, name/id search, collapsible per-ship stat cards with an
"Assemble & view in 3D" button; colour-coded by faction. View ▸ Ships menu item.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wire the decoded game_data + localization tables into the viewer as a
browsable window. View ▸ Game Data opens a floating panel with category
tabs — Weapons, Craft, Capital Ships, Characters, Missions, Arsenal,
Flights — decoded off-thread from GP_MAIN_GAME_E + GP_HANGAR_ARSENAL.
- Weapons/Craft/Ships: sortable stat grids (power/velocity/range;
HP/cruise/accel/radar/turrets; HP/length/turrets/bridges/shield-gen),
with a live name filter.
- Characters: name (localized) + faction (colour-coded) + portrait count.
- Missions: collapsible per stage — location, resolved objectives, fail
conditions, and the enemy roster with HP.
- Arsenal: the player's nose/arm weapon options in four columns.
- Flights: distinct wingman line-ups.
Its own egui system (keeps draw_viewer_ui under Bevy's 16-param limit);
a RequestGameData event from the menu opens it and lazily decodes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The 13 manifest-unbound hokyu (resupply) cutscenes reuse 5 recordings
(VOICE_D_450..454). The category guess (ship LS/DS × source carrier/
tanker) was wrong for some. The real selector is the cutscene's subtitle
demo-id: 600→450, 601→451, 602→452, 603→453, 604→454 — derived from the
5 BOUND hokyu (each carries both a demo-id and a VOICETRACK), so it
self-validates. Fixes hokyu_LS_s11A/s15A (→451, were wrongly 450) and
hokyu_LS_s24A/s27A (→silent, no voice cue). User-confirmed all correct.
hokyu_voice_token() builds the demo→token map from the bound hokyu and
looks up the target movie's demo-id; replaces the category fallback.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Cracked how the game maps a movie to its voice track and reimplemented it,
fixing wrong/short voices for RT and hokyu cutscenes.
## Mechanism (RE'd from a Canary file-I/O trace, user-confirmed by ear)
The movie voices are ONE continuous XMA stream, physically chunked into
`<lang>\Movie\VOICE_*.slb` (and `\etc\VOICE_D_*.slb`) sound.pak TOC entries
whose boundaries do NOT align with the cutscene cues. A single cue routinely
spans two `.slb` chunks, so a `.slb` does not necessarily hold the track its
name claims (they are off-by-one vs the cues). Each cue ends at an inline
trailer descriptor `(sound_id:u32be, 0x11, …)` whose id repeats at +0x800.
Resolution chain (all derivable on-disc, no guest-code RE):
1. movie -> cue token (ADVERTISE_MOVIE manifest VOICETRACK)
2. cue token -> sound-id (master sound registry, tables.pak
a2c8c185=eng / b04238e0=jpn, schema 0x13cb84ba)
3. sound-id -> [start,end) scan the stream for trailer(id) and its
predecessor; cue audio = the bytes between,
read continuously across chunk boundaries.
Validated: decoded voice length matches each movie within ~0.4s, including
cross-boundary cues (ADV/RT01A/RT01B/RT01C/S00A/S01A + the 5 bound hokyu).
## Changes
- sylpheed-formats/src/movie_voice.rs (new): registry_voice_ids(),
find_descriptor(), find_descriptor_before() (gap-tolerant predecessor).
Unit-tested.
- viewer iso_loader.rs: resolve_movie_voice_region() + decode_voice_region()
(continuous read via existing read_segment_range + to_xma_riffs). Voice/
audio requests now region-first; a `\Movie\` token that fails region stays
SILENT (never plays the wrong off-by-one chunk). Removed the old
movie_is_demo_based suppress hack.
- Anchor tries subdirs Movie/etc/Voice so hokyu `\etc\VOICE_D_*` resolve too.
- Examples resolve_all/validate_cues/hokyu_final document + validate the pipeline.
## Status
- RT / S / ADV cutscene voices: CORRECT (user-confirmed).
- 5 manifest-bound hokyu (VOICE_D_450-454): CORRECT (user-confirmed).
## OPEN (handoff)
13 of 18 hokyu movies have NO manifest VOICETRACK; the game reuses the 5
recordings across stages via a code rule. `hokyu_fallback_token()` currently
guesses by category (ship LS/DS x source carrier-A/tanker-H: LS/A->450,
LS/H->453, DS/A->452, DS/H->454). USER REPORTS THIS IS SOMETIMES WRONG.
- LS/carrier has two takes (450 from s02A, 451 from s09A); the early-vs-late
split is unknown — unbound LS/A currently all default to 450.
- Definitive fix = Canary `--phase_a_fileio_only` file.read trace of an unbound
hokyu (e.g. hokyu_LS_s03A) to see which VOICE_D the game actually streams,
then encode the real rule. Same method that cracked the RT mapping.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
list_voice_clips now enumerates every spoken-line category so the standalone audio player covers them all — bound movie voices (\Movie\), in-mission radio (\Voice\, \etc\), and mission briefings (\Briefing\, whose BR<NN>_<MM> names lack "VOICE"); music (BGM_*) stays excluded.
Viewer voice-library fixes: invalidate the library when a new game source loads, and don't latch an empty result as "loaded" (sounds.tbl always has thousands of clips, so empty = a failed read) so re-opening the menu retries.
Voice decode reverted to the first sub-wave (base behaviour): a naive multi-sub-wave concat produced the wrong track for RT movies. The per-sub-wave splitter (to_xma_riffs) is kept + documented for the eventual real fix, which needs ground-truth playback instrumentation to resolve segments-vs-takes-vs-timecode placement.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The movie cutscene subtitle + voice pipeline, driven by the ADVERTISE_MOVIE
manifest (the authoritative movie -> subtitle -> voice index). Also flushes
several sessions of local WIP (async viewer loading, grouped-pool XBG7/hero-ship
decode, drawlog tooling). See docs/HANDOFF-movie-voice-subtitles-2026-07-19.md.
Subtitles (movie_subtitle.rs):
- Full movie->track->text chain; join multi-line captions sharing one timing
(fixes S13A dropped "Look at it father" line); overlap-safe active_cues();
Latin-1 accents preserved.
Voice (slb.rs): XACT .slb -> XMA1 RIFF; take the FIRST sub-wave bounded by its
declared data size (fixes S10-S16 alternate-take garble); list_voice_clips.
Manifest (movie_manifest.rs): parse ADVERTISE_MOVIE (0x5B983A08) for the real
movie->voice binding (not always VOICE_<movie>; e.g. hokyu -> VOICE_D_* in etc\).
Resolve the token's sound.pak path via sounds.tbl. DIRECT bindings only — the
demo-id shared-clip fallback for unbound hokyu movies was verified WRONG in-game
and reverted (unbound hokyu stay unvoiced; correct join key is an OPEN problem).
Viewer: manifest-driven voice (movie player toggle + solo button), standalone
"Voice Lines" browser, stacked caption overlay.
Tests: 46 formats-lib + 11 viewer-lib + movie_manifest/movie_subtitle/slb disc
tests; full workspace green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Revert the mis-guided "triangle STRIP" reading (a937779): XBG7 index
buffers are triangle LISTS (prim=4 in the GPU capture; stored-normal
agreement 1.000 as a list vs ~0.49 as a strip). Reinstate the
winding-consistency gate.
Crack the grouped-pool layout used by the hero ship and ~150 detailed
models. A resource's sub-meshes share one index pool (buffers 4-byte
aligned, in descriptor-marker order) followed by one vertex pool (each
vtx_count*stride, same order); the vertex pool is 4-byte aligned after
the index pool. The whole resource is derived from one anchored pivot:
ib0 = vb0 - span - pad (pad in 0..=3, alignment)
ib[i] = align4(ib[i-1] + idx_count[i-1]*2)
vb[i] = vb[i-1] + vtx_count[i-1]*stride
vb0 is found via the unit-normal vertex-run scan; the alignment is
confirmed by validating the LARGEST sub-mesh (most reliable), after
which the rest are read/validated. A single marker reduces this to the
existing adjacency anchor, so grouped generalises it.
Results (cross-checked against a Canary GPU draw-log capture of
DeltaSaber_T.xpr):
- DeltaSaber_T f001 = body + 7 detail parts = 8650 tris, every sub-mesh
0-degenerate / full-coverage / winding-agreement 1.000.
- All 19 previously-declined weapon models now decode (they hit pad 2
and/or lead with a tiny bracket that broke a markers[0] pivot). Corpus
audit: 0/146 geometry files fail (was 19 -> flat-texture in the viewer).
- Stages unchanged (single-marker path is byte-identical; grouped falls
back to the old anchor on failure). 7/7 disc tests green incl. the
strict stage quality audit; new hero_ship_grouped_pool_decodes test.
Viewer: route by count_xbg7; --only matches an exact model name (so the
neutral pose renders without the mnv*/turn180 animation poses). Fix the
albedo matcher: match a sub-model to its _col map by entity stem
(e007_bdy_01 -> e007_col) instead of a full-name prefix, lifting stage
sub-model texturing from ~25% to ~95% (the rest were flat grey). Colour
correctness (channel order/sRGB) remains a separate dynamic-RE item.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Port xenia-canary's complete 64-entry texture-format table (xenos.h enum +
texture_info_formats.inl) into GPU_FORMATS + gpu_format_name()/desc() and
X360TextureFormat::gpu_name()/desc().
- Viewer + CLI `texture info` now show the canonical k_… name, bpp and
compressed flag (e.g. "k_DXT1 (Dxt1) · 4 bpp, compressed"); UnsupportedFormat
now names the format instead of a bare hex code.
- Detect non-XPR2 containers up front: the game ships one XPR5 file
(Common.xpr) alongside 165 XPR2 — report UnsupportedContainer("XPR5")
cleanly instead of a "bad magic" parse error.
- Add a table-integrity test (index==code, spot-checks, decodable-variant
consistency).
Static-RE scan of the 166 resource3d XPRs: only k_DXT1 (145), k_8_8_8_8 (19),
k_DXT5A (1) are used — all already decoded, so this is presentation, not new
decoders.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Move the IDXD->TOC-path resolver into sylpheed-formats as
IdxdObject::recover_toc_path() so the CLI `pak list` and the GUI pack
browser share one implementation (behaviour-preserving; CLI still
resolves 308/1004 on GP_MAIN_GAME_E).
- PAK browser now shows each entry's recovered original path (via the
name-hash) in green, in both the entry list and the IDXD detail heading.
- Replace the stale welcome "RE Notes" table (mesh/audio "unknown") with an
accurate reverse-engineered-formats status grid + correct authorship.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Route stage containers to stage_models (decode both single + stage paths, keep
whichever yields more geometry) — fixes stages showing the dummy-root "black
cube". Present a stage's sub-models as a thumbnail grid: each recentred and
uniformly scaled to a fixed cell so a 1-unit prop and a 3000-unit structure are
equally visible; skybox-plane / stray-anchor models (>20000u) are culled. Each
sub-model is textured by matching its name to the container's `_col` albedo.
Fix the orbit camera: zoom radius was hard-capped at 50u with fixed clip planes,
trapping the camera inside multi-thousand-unit stages. Zoom limits and near/far
planes now scale to the framed model.
Adds docs/HANDOFF-stage-mesh-2026-07-12.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reverse-engineer the single-stream XBG7 geometry layout (clean-room: hex
inspection + geometric validation of the retail disc's
hidden/resource3d/*.xpr, no game code copied) and present models as
textured 3D meshes in the explorer.
Format (docs/re/structures/xbg7-mesh.md): XBG7 geometry resources sit
inside XPR2 containers alongside TX2D textures. For ~25 single-stream
models (weapons, simple props) the data section is a sequence of
sub-meshes, each an u16-BE triangle-list index buffer followed (after a
fixed 12-byte header) by a stride-24 vertex buffer whose declaration is
in the descriptor: POSITION f32x3 @0x00, NORMAL f16x4 @0x0C, TEXCOORD
f16x2 @0x14. Sub-mesh (vtx,idx) counts come from descriptor tuples.
The +12 vertex offset is pinned by the recovered normals being exactly
unit-length (align16 lands 4 bytes early and silently corrupts every
field). A safety gate rejects any model whose indices are out of range
or whose mean |normal| is not ~1, declining garbage (Stage_S*
placeholders, the complex multi-stream hero-ship body) rather than
mis-decoding it.
- mesh.rs: Xbg7Model::from_xpr2 -> GameMesh { positions, normals, uvs,
indices }; standalone f16->f32; unit + real-disc tests (weapon decodes
to 215v/364t with unit normals + in-range UVs; DeltaSaber body
declined).
- texture.rs: from_xpr2_index / texture_names so the viewer can pick a
model's _col albedo map.
- viewer: loose .xpr with decodable XBG7 spawns Bevy meshes (real normals,
double-sided) textured with the albedo, framed by the orbit camera; the
central egui panel goes transparent so the 3D scene shows through.
Complex multi-stream body meshes (DeltaSaber f004, other vertex layouts)
remain undecoded and are cleanly declined — next target is dynamic RE.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add three static PAK-format decoders in the Bevy-free formats crate and
present them in the explorer:
- t8ad.rs: linear 32bpp A8R8G8B8 2D texture (UI/HUD art). Dims at
0x14/0x18, header size keyed by the type field @0x1c (container-safe).
Decodes the ~85% RGBA variants; defers the rest (likely DXT) rather
than misdecoding.
- ratc.rs: nested resource bundle — lists named children by magic scan.
- lsta.rs: sprite list — walks the inline T8aD frames.
Viewer: PakContent gains T8ad/Lsta/Ratc, decoded off-thread and bounded
by an 8M-texel per-entry cap; detail views show the texture, a sprite
grid, and a child list with thumbnails. Decoded images carry a
"colours unverified" note — channel-order/sRGB stays on the dynamic-RE
backlog.
Tests: 12 new unit + 3 real-disc (T8aD >=70% decode over the hangar
pack, LSTA frames, RATC named children incl. a decodable T8aD).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decode and present four more PAK item types in the pack browser's detail
pane. All content is decoded off-thread in build_pak_rows and attached to
each PakRow, then rendered with egui's own texture facilities — the Bevy
texture pipeline and egui's global font system are untouched.
formats crate (Bevy-free, reusable by CLI):
- ixud: parse IXUD localized-string tables as subtitle cue lists (UTF-16BE
pool, SUBTITLE header + (text, timecode) pairs -> Vec<Cue{start,end,text}>).
- font: OTF/TTF/ttcf metadata (family / faces / glyphs) via ttf-parser.
viewer:
- PakRow gains `content: PakContent` (Subtitle | Font | Png | Text | None);
classify_content fills it for IXUD / fonts / PNG / xml+text within the
existing decode budget. Font samples are pre-rasterized off-thread with
ab_glyph into an image (ImageRgba) — ab_glyph returns Option/Result at every
step, so a bad font yields no sample instead of panicking (the earlier
egui set_fonts approach crashed the app on atlas rebuild).
- draw_pak_browser dispatches on content: subtitle cue table, font metadata +
sample image, PNG image, scrollable text; else the existing IDXD detail.
Borrow-split PakView instead of cloning the (now heavy) rows each frame;
one hash-keyed egui texture cache serves both PNG and font-sample images.
Subtitle<->movie auto-matching is deferred: movie filenames don't hash to the
IXUD keys and no cross-reference table was found (the link is an internal
MSG_DEMO id), so the movie player gets no subtitle track yet.
Tests: ixud unit tests; disc tests for the real English subtitle track
(cues + timecodes), eng/deu localization, font metadata, and off-thread
rasterization of the real font.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add an in-explorer video player for the dat/movie/*.wmv cutscenes.
Decode via the ffmpeg/ffprobe CLI (no libav linking): video streams from an
`ffmpeg -f rawvideo -pix_fmt rgba` pipe read into fixed w*h*4 frame chunks over
a bounded channel (paused/behind => ffmpeg back-pressures on its pipe); one
reused Image is overwritten in place each tick. Audio is best-effort: the track
is pre-decoded to a temp stereo WAV and played through a rodio Sink (volume /
play / pause / seek-via-skip_duration for free). Native-only under
cfg(not(wasm32)); VideoPreview registers unconditionally so the UI compiles for
wasm. Mirrors the .pak load pipeline (FileSelected -> bg thread ->
IsoLoaderMsg::VideoLoaded -> apply_loaded_video -> advance_video_playback), with
a single free_video teardown wired into every other viewer's reset.
Controls:
- play/pause button, click-on-frame toggle, Space / arrow (+-10s) shortcuts
- seekable timeline with mm:ss labels; volume slider (greyed when no audio)
- live scrubbing: a coalescing one-shot `ffmpeg -ss -frames:v 1` grabber always
jumps to the knob's latest position, so dragging shows the frame under the
knob in real time; that grabbed frame also bridges the gap after a commit-seek
so there's no black flash while the streaming decoder catches up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TXCM XPR2 resources are the game's world skyboxes (BG_Acheron, BG_Hargenteen,
…). The viewer showed only face 0 as a flat 2D image; now it decodes all 6 faces
and shows a labelled grid.
Formats (Bevy-free): X360Texture::cube_faces_from_xpr2() returns a Cubemap with 6
faces in D3D9 order (+X −X +Y −Y +Z −Z), or None for ordinary 2D textures. Face
layout derived from xenia's GetGuestTextureLayout — 6 back-to-back independently-
tiled surfaces, per-face stride = tiled-surface-size aligned to the 4 KiB
subresource boundary (kTextureSubresourceAlignmentBytes). Verified against real
BG_Acheron: data_size == 6 × 0x400000, and all 6 faces decode cleanly (own
Python decode + a disc test asserting 6×4 MiB faces and face 0 == the validated
from_xpr2 green-planet decode). Extracted a shared decode_surface() helper so the
2D and cube paths are byte-identical; from_xpr2 output unchanged (re-verified).
Viewer: new SkyboxPreview resource (6 egui face textures, reusing the existing
per-format x360_texture_to_bevy_image); populated in apply_loaded_texture's TXCM
branch; freed/reset alongside the other previews (factored free_texture/
free_skybox helpers). Central panel gains a skybox branch rendering a 3-column
labelled face grid.
DEFERRED (per "do not guess, else defer"): the interactive 3D skybox. Face data +
D3D9 order are validated, but wgpu cube-sampling handedness can't be confirmed
without eyeballing the GUI — a wrong-oriented skybox is worse than the correct
labelled grid. The grid is the reliable deliverable; the 3D look-around is a
follow-up once orientation is visually confirmed.
(Background agent did the investigation/validation but was blocked from writing
files; implemented here in the main tree from its findings, independently
re-verified.)
23 formats tests + disc cubemap test pass; viewer/CLI build; face-0 export
re-verified as the green planet.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Four small UX fixes to the asset explorer:
1. Remove the no-op "View" menu (Textures/Meshes/Audio toggles + Wireframe
checkbox) — none were wired to anything. Dropped ViewMode + the current_mode/
wireframe fields from ViewerState (nothing read them); the central panel
already dispatches on which preview resource is populated.
2. Loading indicator — clicking a drawer item now flips FileBrowserState.loading
and the central panel shows a centered spinner + "Loading <name>…" until the
background read/decode applies, instead of leaving the previous item on screen
with no feedback. Cleared in poll_loader_channel on FileLoaded/PakLoaded/
Error/Cancelled.
3. Drawer shows only the .pak index, not its .pNN data segments — the segments
are the pack's body (loaded when the .pak is opened), so listing them (with no
preview) was noise. Dropped the virtual "<stem>.pak" folder too; the .pak now
sits as a normal leaf in its real directory.
4. Bottom status bar no longer overflows — horizontal_wrapped, only the source's
final path component (full path on hover), file count, and a right-aligned,
shortened controls hint. Removed the mode label.
Viewer + formats build; all tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roadmap #3. The explorer can now open IPFB data packs — the game's ship/weapon/
mission definition tables. Selecting a `.pak` shows a master-detail browser:
entry list (hash · inner-format · identity) on the left, the selected IDXD
object's schema + explicit-field property table on the right.
Load path: a `.pak` selection reads the index plus its sibling `.pNN` segments
(ISO reader or extracted dir, probing p00.. until the first gap), assembles via
PakArchive::from_parts, and builds owned PakRow/PakDetail entirely off-thread —
so the UI holds only plain data (no borrow of a PakArchive, WASM-safe). Two
decode caps (64 MiB cumulative, 16 MiB/entry) keep a huge sound.pak from hanging;
over-budget entries show as "(not decoded)".
Wiring mirrors the texture path: new IsoLoaderMsg::PakLoaded → PendingPak staging
→ apply_pak. A shared reset (free GPU handle + clear texture/text/pak previews)
runs in both apply systems, so exactly one viewer is active per selection and the
prior GPU texture is always freed when switching modes.
Reuse over duplication: the CLI's inner_label / idxd_identity move into the
formats crate as pak::inner_format_label and IdxdObject::identity (bodies
verbatim → CLI output unchanged), now shared by CLI and GUI.
PakView registered unconditionally (wasm-safe; population native-only). ViewMode
unchanged — the central panel dispatches on the populated resource. Workspace
builds; 22 formats tests + all crate tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Explorer drawer was a flat list of all 353 disc files and only textures had a
preview. Two additions:
1. Directory tree — the left drawer is now a collapsible `📁` tree, rebuilt each
frame from the path list (ui.rs: build_tree / split_for_tree / render_dir).
Filtering narrows leaves and auto-expands matches; `.p00…p04` data segments
nest under a virtual `<stem>.pak` node. Selection still keys off the original
file index, so the loader pipeline is untouched.
2. Plain-text viewer — config.ini and any file that sniffs as text now show
read-only, selectable, monospace content with a Wrap toggle and an encoding
label. Detection/decoding live in the Bevy-free formats crate:
vfs::is_probably_text + vfs::decode_text (BOM-aware UTF-8/UTF-16LE/BE, BOM-less
UTF-16LE heuristic, NUL-reject + 95%-printable fallback) — pure std, WASM-safe,
unit-tested (6 new tests), and reused by the CLI sniffer (new cyan `txt`).
New TextPreview resource (registered unconditionally so it exists on wasm);
populated in apply_loaded_texture with a 2 MiB char-boundary-safe cap. Also fixes
a latent bug: switching from a texture to a non-texture left stale preview state —
both texture and text state now reset on every selection.
ViewerState gains text_wrap. Formats tests: 22 pass; workspace compiles.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DXT1 (108/137 textures in Base.xpr — the bulk of picture assets) decoded to
noise. Root cause found by RE: Xbox 360 BCn blocks store the two 32-bit words
of each 64-bit sub-block in the opposite order to the PC/DDS layout — colour
endpoints live in the HIGH dword, indices in the low one. The endian field
(k8in16) only fixes byte order within the 16-bit words; it does not reorder the
dwords, so without this every DXT texture transposed endpoints/indices → noise.
Isolation that led here:
- de-tile proven correct for bpb=8 (coherent per-block signature map; the
linear read is scrambled) — same faithful Xenos Tiled2D as the verified
bpb=4 ARGB path (green Acheron backdrop).
- inspecting a smooth region, coherent colour endpoints appeared only in
bytes[4..8], with the high-entropy indices in bytes[0..4].
Fix: swap_bc_block_dwords() swaps the two dwords within each 64-bit unit after
the byte-level endian swap, for every BCn format. Verified in the real Rust CLI:
weapon skins (rou_f001_wep_*) now decode to clean, recognisable images.
Viewer: DXT1 is fixed transparently (from_xpr2 feeds tex.data straight to the
GPU as Bc1). Also corrected the uncompressed path — post-swap k_8_8_8_8 is
[A,R,G,B]; reorder to [R,G,B,A] and upload as Rgba8UnormSrgb (was Bgra8, wrong).
Knob: XPR_NO_BC_DWORD_SWAP disables the swap for A/B validation.
KNOWN REMAINING: 16-byte blocks (BC2/DXT3, BC3/DXT5) and BC4/BC5 (DXT5A/DXN)
still need their alpha+colour half layout worked out — they decode to noise for
now. DXT1 + uncompressed + cubemaps are correct.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>