Stage containers (hidden/resource3d/Stage_S*.xpr) are collections of up to
~450 enemy/prop sub-models, not single meshes. Xbg7Model::stage_models decodes
them: each resource is a [12-byte header][index buffer][vertex buffer] block
(index count = descriptor marker, vertex count = u32 32 bytes before it) whose
on-disc offset is NOT stored, so it is located by content — one O(file) pass per
stride finds vertex-buffer starts (unit NORMAL at +12 whose previous slot isn't)
and each resource is pinned to the candidate whose indices validate and produce
non-degenerate, well-connected triangles. A connectivity gate (mean triangle
edge <= 0.28x the bbox diagonal) rejects spiky mis-anchors. ~4993 sub-models
decode across the 22 stages.
The same insight fixes the weapon single-model layout: it is [12-byte header]
[index][vertex] too, not [index][12-byte gap][vertex]. Reading indices from the
block start turned the 12 header bytes into 6 junk indices (2 leading degenerate
triangles — the recurring stray-triangle artifact) and dropped the last 6 real
indices. Skipping the header leaves vertex offsets identical (coverage unchanged
at 36/166) and corrects the triangle list. Verified on wep_00/03/04.
Adds `sylpheed-cli mesh {info,render}` — a headless software rasterizer that
writes a shaded PNG (orthographic, z-buffered, two-sided), so recovered geometry
can be verified without the GUI. Stages render as a normalised thumbnail grid;
--only filters sub-models.
Tests: stage_models_{decode,sweep,quality_audit}; docs/re updated (xbg7-mesh.md
evidence log + INDEX.md).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
184 lines
12 KiB
Markdown
184 lines
12 KiB
Markdown
# XBG7 — mesh geometry (inside XPR2 model containers)
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- **Confidence:** 🟡 `PROBABLE` for the single-stream layout (below); ❔ `HYPOTHESIS` / undecoded
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for the complex multi-stream body layout.
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- **Parser in:** `sylpheed-formats/src/mesh.rs` (`Xbg7Model::from_xpr2`), tests
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`tests/mesh_disc.rs`. Container parsing reused from `src/texture.rs` (`Xpr2Header` /
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`Xpr2ResourceEntry`).
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- **Applies to:** ship / weapon / prop models in `hidden/resource3d/*.xpr` (166 files).
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- **Method:** clean-room — static hex inspection of the retail disc + geometric validation of the
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recovered triangles (non-degenerate area, indices in range, bbox matches the descriptor's stored
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size). No game code decompiled or copied.
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## Where XBG7 lives
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Models are ordinary **`XPR2`** containers (see the XPR2 texture doc / `texture.rs`). The 16-byte
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resource-directory entries (from file offset `0x10`) carry `TX2D` texture resources **and** one or
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more `XBG7` geometry resources:
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```
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entry = [ tag:4 ][ data_offset:u32 ][ descriptor_size:u32 ][ name_offset:u32 ] (big-endian)
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```
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Offsets are relative to the directory base `0x10`. The `XBG7` *descriptor* (at `data_offset+0x10`,
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`descriptor_size` bytes) is a **scene / material / node graph** — it holds node names
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(`rou_f001_mnt1_root`, `Light`, …), a bounding value (`0x41F00000` = 30.0 ≈ the ship's ~30-unit
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length), material names matching the `TX2D` channels (`_col` albedo, `_spc` specular, `_gls` gloss,
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`_lum` luminance), and per-sub-mesh records. The **vertex / index buffers** live in the container's
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shared **data section** (from `header_size`).
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## Sub-mesh records (in the descriptor)
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Read in file order by a sliding 4-byte scan; each is a big-endian tuple:
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```
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[ vtx_count:u32 ][ 0:u32 ][ idx_count:u32 ][ tail:u32 ]
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3..=65535 ==0 mult. of 3 1..=64
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```
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(For `rou_f001_wep_00`: `vtx_count=215`, `idx_count=1092` — matches the recovered geometry exactly.)
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## The single-stream data layout — 🟡 PROBABLE (decoded, GPU-cross-checked)
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For 36 of the 166 models (weapons, simple props) the data section is a straight sequence of
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sub-meshes, carved from `header_size` in record order:
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```
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per sub-mesh block:
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[ 12-byte header (contents undecoded) ]
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[ index buffer : idx_count × u16 BE ] triangle list (prim=4, GPU-confirmed)
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[ vertex buffer : vtx_count × stride bytes ] ← declaration-driven
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(pad to 16 bytes → next sub-mesh)
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```
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The 12-byte header precedes the **index** buffer (the same block shape as stage
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resources — see below); the vertex buffer follows the indices with no further
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gap. (Earlier this was mis-modelled as `[index][12-byte gap][vertex]`, which put
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the vertex buffer at the identical offset but read the index buffer 12 bytes too
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early — turning the 12 header bytes into 6 junk indices = **2 leading degenerate
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triangles** (a stray-triangle artifact) and dropping the last 6 real indices.
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Skipping the header fixes the triangle list with no change to vertex coverage.)
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**Vertex declaration.** The layout is **not fixed-stride**. The descriptor holds a declaration table
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(right after the `(index_bytes, index_count)` marker) of `{offset:u32, format-code:u32, usage<<16:u32}`
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big-endian triples, terminated by `offset == 0x00FF0000` / `code == 0xFFFFFFFF`:
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| usage | element | format code | format | size |
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|-------|----------|-------------|--------|------|
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| 0x00 | POSITION | `0x2A23B9` | f32×3 | 12 B |
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| 0x03 | NORMAL | `0x1A2360` | f16×4 (use xyz) | 8 B |
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| 0x05 | TEXCOORD | `0x2C235F` | f16×2 (u,v) | 4 B |
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Stride = max element extent. Models **omit elements** → variable stride (20 = pos+normal, no UV;
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24 = pos+normal+uv). Each element is read in **naive big-endian component order** (the raw file
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bytes; see the endianness note below). Assuming a fixed stride-24 was why the old decoder mis-aligned
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and declined the pos+normal-only models.
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**Alignment pinned by the normals.** The vertex buffer starts at `index_end + 12` (a fixed 12-byte
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header — NOT `align16`, which lands 4 bytes early on most models). The correct offset is the unique
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one where recovered normals are exactly unit-length.
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**Safety gate:** every index is validated `< vtx_count`, and when the declaration has a normal
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element the mean recovered `|normal|` must be ≈1 (`[0.5, 2.0]`). A model failing either is rejected
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(`MeshError::UnsupportedLayout`) rather than emitting garbage.
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### Endianness — file bytes are naive-BE, `k8in32` is a red herring ✅
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The Canary GPU capture reports every vertex stream with fetch `endian = 2` (`k8in32`, each 32-bit
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word byte-reversed). This describes the **guest-memory** copy the GPU fetches — **not** the `.xpr`
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file bytes. Reading the file with a `k8in32` transform breaks the normals (mean `|normal|` → 1.33);
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the plain per-element big-endian read yields exactly unit normals. So the game **rearranges** the
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vertex data between the on-disc `.xpr` and the uploaded buffer; the decoder reads the file directly
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and must use naive BE.
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## Stage containers — multi-resource, grouped pools ✅ (content-anchored)
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`hidden/resource3d/Stage_S*.xpr` are not single models but **collections of
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enemy / prop sub-models** — up to ~400 `XBG7` resources each (e.g. `Stage_S07` =
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378). Their data layout differs from the weapon files:
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- Each resource is a block `[12-byte header][index buffer][vertex buffer]`.
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Unlike weapons there is **no 12-byte gap between index and vertex** — the
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vertex buffer directly follows the indices.
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- The **index count** is the descriptor's `(index_bytes, index_count)` marker
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(the *total* for the resource — a resource may have several sub-meshes summing
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to it), **not** the first sub-mesh record. The **vertex count** is a `u32`
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stored **32 bytes before** the marker.
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- The blocks are **scattered through the data section, interleaved with the
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container's texture data**, in an allocation order that is **not** directory
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order and is **not stored** in any descriptor field we could find (the
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descriptor holds sizes — `rel 160 ≈ index_bytes+3`, `rel 164 =
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0x1000_0000 | (vertex_bytes+2)` — but no data offset). Reconstructing that
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allocation order is unsolved.
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Because the offset is not stored, each resource's block is located by
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**content**: parser `Xbg7Model::stage_models` does one `O(file)` pass per
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distinct stride to find every **vertex-buffer start** (an offset whose NORMAL —
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`f16×4` at vertex `+12` — is unit length while the *previous* stride slot's is
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not, i.e. a run boundary; ~one candidate per block, not millions), then pins each
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resource to the unique candidate where the `index_count` indices ending just
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before it are all `< vertex_count`, reference nearly all vertices, and yield
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non-degenerate triangles with real extent. This is fast (≤ ~2 s on a 70 MB
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stage) and unambiguous (no two resources collide). Blocks that fail validation —
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the few quantized hero bodies — are **skipped**, never emitted as garbage.
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**Coverage:** 5662 sub-models decode across the 22 stage files (e.g. `Stage_S07`
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366/378, `Stage_S10` 7/9 — including the main enemy bodies `e003`/`e005`, their
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LODs, weapons, and props). The viewer (`spawn_stage_models`) lays the decoded
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sub-models out as a side-by-side "cast sheet", skipping the few huge skybox-plane
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resources (300 k-unit quads). Cross-checked: `e003` = 2383 v / 1436 t bbox
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23.5×9.5×32.5; `e005` = 2566 v / 1507 t; both 0 degenerate.
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## Not yet decoded — ❔ the complex body layout
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The hero-ship *body* meshes (`DeltaSaber_A/_T/_W.xpr` resource `f004`, and ~100 other models) still
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decline. Two open sub-problems: (1) **multi-sub-mesh models** whose *first* sub-mesh decodes but a
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later one's inter-mesh offset isn't yet handled (the `align16` advance is a guess) — these are
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declined whole; (2) the big body meshes, where the data section does not start with an index buffer
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and the geometry sits at descriptor-addressed offsets. NB the GPU capture showed **every** rendered
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mesh is *single-stream* (just wider strides, e.g. 44 bytes = pos + f32×3 + colour + 2×f16×4), so the
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body is likely single-stream-with-a-richer-declaration rather than the "separate streams" first
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guessed — it was simply not rendered in the captured session (menu only). A capture taken *in a
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mission* (where `DeltaSaber` renders) would hand over its exact declaration directly. `DeltaSaber_A`'s
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5 XBG7 blocks are `f004` (body) + `_rou_f004_mnv01_L/_R`, `_mnv02`, `_turn180` (maneuver / pose).
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## Evidence log
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- 2026-07-12 — `rou_f001_wep_00.xpr`: XPR2 dir = 1×XBG7 (`f001_wep_00`) + 3×TX2D
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(`_col/_gls/_spc`). Data section starts with a u16-BE index run (max 214), then stride-24
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vertices. Descriptor record `[215,0,1092,4]` at desc `+0x2B0`; index-buffer byte size `0x888`
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(=2184=1092×2) at desc `+0x1A0`. Recovered mesh = 215 v / 364 t, 362 non-degenerate, median tri
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area 0.015 — coherent. → single-stream layout **PROBABLE**.
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- 2026-07-12 — descriptor-driven sequential carving over all 166 models: **42 carve** under the
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index-only check. Real 3D extent confirmed on `rou_f001_wep_04` (bbox 3.7×1.2×3.5).
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- 2026-07-12 (refine) — attribute ranges differed per model (`wep_00` UV≈attr0/2, `wep_04`
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attr4/5, `wep_03` attr1≈±60000 = garbage) → **refuted the fixed "6 half attrs, UV=attr0/2"
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reading.** Found the descriptor **vertex declaration** (offsets 0x0C/0x14, usages 0x03 NORMAL /
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0x05 TEXCOORD). Solved the vertex-base offset with a **unit-normal validator**: `index_end + 12`
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gives median `|normal| = 1.000` on every weapon model (`wep_00/02/03/04`), vs `align16` landing 4
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bytes early. UVs then land in `[0,1]`. Adding the normal gate: **25 models decode clean +
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normal-valid** (the rest — incl. `Stage_S*` degenerate blobs — correctly declined).
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- 2026-07-12 (DYNAMIC) — added a cvar-gated draw logger to Canary
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(`command_processor.cc::LogDrawForRE`, cvar `log_draws`), captured the Ready Room / Briefings.
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**GPU ground truth confirmed the static layout exactly**: primitive `prim=4` = **triangle LIST**
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(settles the list-vs-strip question), and a stream with `f32x3 @offset0` + `f16x4 @3dw` +
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`f16x2 @5dw`, stride 6 dwords = 24 bytes — matching `POSITION@0, NORMAL@0x0C, TEXCOORD@0x14`.
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Revealed **stride varies** (24, 20, 28, 44 …) and that all streams are **single-stream** →
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parsed the declaration for variable stride: coverage **25 → 36** (e.g. `wep_05` is pos+normal,
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stride 20, no UV — previously mis-aligned). Also confirmed the endianness note above: fetch
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`endian=2` (k8in32) is the *guest* copy; file stays naive-BE. `Stage_S*` now decode (stride 20).
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- 2026-07-12 (STAGE) — `Stage_S*.xpr` decoded as multi-resource containers. Found each geometry
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block is `[12B hdr][index buffer][vertex buffer]`, index count = descriptor marker (total, e.g.
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`e003` = 4308 spanning 2 sub-meshes), vertex count = `u32` at marker−32 (`e003` = 2383 → verified
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by max-index 2382 and 0 degenerate tris, bbox 23.5×9.5×32.5). Blocks are scattered among texture
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data with **no stored offset** (descriptor rel 160 = idx_bytes+3, rel 164 = `0x1000_0000 |
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(vtx_bytes+2)` are sizes, not offsets; block starts e.g. `e003`@0x10230, `e003_l`@0x5d000,
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`e005_l`@0x9b000 are not directory-ordered). Solved by **content anchoring**: a single per-stride
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pass finds vertex-run starts (unit NORMAL at +12 whose previous slot isn't), then match each
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resource by strict index+triangle validation. **5662 sub-models decode across 22 stages** (S07
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366/378), incl. the previously-declined main bodies `e005` (2566 v) and weapons — ≤2 s on 70 MB.
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Parser `Xbg7Model::stage_models`, tests `stage_models_{decode,sweep,quality_audit}`.
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- 2026-07-12 — `DeltaSaber_A.xpr` body: data does **not** begin with indices; plain-`f32×3` runs
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with ship-scale extent (span ≈27–34, matching bbox 30.0) found only at high offsets
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(`data+0x28634C`, …) → multi-stream, **undecoded**.
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