The offset->field map read out of sub_82341A20 is now usable rather than just documented: data/unit_definition_layout.txt carries the 159 fields with their provenance and the two conventions (angles are degrees on disc and radians in the object; a defaulted field keeps the accessor's 0.0 miss value), and sylpheed_formats::unit_layout exposes fields()/field_at()/offset_of() so a memory snapshot can be read by name. tests/unit_layout_disc.rs replays the verification against the checked-in live dump -- every mapped float of all 11 identified objects must equal its disc value, angles compared in radians -- asserting 0 disagreements and >=400 agreements. It needs no emulator. Full suite green: 11 binaries. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
89 lines
2.5 KiB
Rust
89 lines
2.5 KiB
Rust
//! # 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)
|
|
//! - Reading IPFB archives (`*.pak` / `*.pNN`) and the `IDXD` definition objects inside
|
|
//! - 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;
|
|
|
|
// IPFB TOC name-hash (path → 32-bit key), recovered from the retail title
|
|
pub mod hash;
|
|
|
|
// IPFB archive (`*.pak` index + `*.pNN` segments) reader
|
|
pub mod pak;
|
|
|
|
// IDXD reflective object (ship / weapon / effect / menu definitions) reader
|
|
pub mod idxd;
|
|
|
|
// IXUD localized string / subtitle table reader
|
|
pub mod ixud;
|
|
|
|
// Embedded font (OTF / TTF / ttcf) metadata
|
|
pub mod font;
|
|
|
|
// T8aD 2D UI/HUD texture
|
|
pub mod t8ad;
|
|
|
|
// RATC nested resource bundle
|
|
pub mod ratc;
|
|
|
|
// LSTA sprite list (inline T8aD frames)
|
|
pub mod lsta;
|
|
|
|
// 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;
|
|
|
|
// Movie cutscene subtitles — the movie → track → text chain.
|
|
pub mod movie_subtitle;
|
|
|
|
// XACT `.slb` sound banks (voice / music) → decodable XMA1 RIFF.
|
|
pub mod slb;
|
|
|
|
// The movie manifest: authoritative movie → subtitle → voice index.
|
|
pub mod movie_manifest;
|
|
|
|
pub mod movie_voice;
|
|
|
|
pub mod game_data;
|
|
|
|
pub mod localization;
|
|
|
|
// Whole-ship assembly from XBG7 part families (capital ships as split parts).
|
|
pub mod ship;
|
|
|
|
/// The runtime layout of a unit / vessel definition object, read out of the
|
|
/// title's loader and verified against a live mission (see the module docs).
|
|
pub mod unit_layout;
|
|
|
|
// Exact capital-ship placement from a runtime F10 ship-capture (ground truth).
|
|
pub mod ship_capture;
|
|
|
|
/// Re-export the most commonly used types at the crate root.
|
|
pub use font::FontInfo;
|
|
pub use idxd::{IdxdError, IdxdObject};
|
|
pub use ixud::{Cue, Subtitle};
|
|
pub use movie_subtitle::{SubCue, SubLang};
|
|
pub use mesh::{GameMesh, Xbg7Model};
|
|
pub use ratc::RatcChild;
|
|
pub use t8ad::T8adImage;
|
|
pub use pak::{PakArchive, PakEntry, PakError};
|
|
pub use texture::{X360Texture, X360TextureFormat};
|
|
pub use vfs::{GameAssets, VfsError};
|