Follow-up to the 256×256-tiling reversal — the residual boundary seams on ≥2×2-tile textures are gone. Decoding the file header revealed the exact layout (no oracle capture needed): 0x00 44 base header 0x1c 4 tile count = ceil(w/256) * ceil(h/256) 0x2c tiles*4 BE-u32 absolute offset of each row-major 256×256 tile <off> 16 per-tile header, then tile_w*tile_h*4 A8R8G8B8 pixels The old seams came from ignoring the offset table and the 16-byte per-tile header (contiguous-packing drifted 16 bytes per tile). Small textures decoded before only by luck: one tile puts pixels at 44+4+16 = 64, the old type-1 "header size". Now the 8AX title background, the prselect_win1 window frame, and preff04 all decode pixel-perfect (verified against the title screen). - t8ad.rs: parse() walks the offset table; dropped detile_256 + the header-size-by-type table. Non-tilecount entries (field != ceil*ceil) return None (likely DXT/other, deferred). New multi-tile round-trip test. - sylpheed-cli: pak textures decodes via parse(); XDUMPHDR=1 dumps the base header + offset table for RE. Removed the now-obsolete XTILE/XSCORE/XDESTRIP experiment knobs and the reconstruct_tiles/TV-sweep helpers. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
180 lines
7.2 KiB
Rust
180 lines
7.2 KiB
Rust
//! `T8aD` — the game's 2D UI/HUD texture format.
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//!
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//! A 32bpp **A8R8G8B8** (Xbox byte order) surface stored as **256×256 raster
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//! tiles in row-major order** — each tile prefixed by a 16-byte tile header, edge
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//! tiles clipped to the image bounds. Fully reversed 2026-07-17 from the file
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//! header and verified against the running game (title screen).
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//!
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//! ```text
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//! 0x00 4 Magic "T8aD"
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//! 0x14 4 width (BE u32)
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//! 0x18 4 height (BE u32)
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//! 0x1c 4 tile count (BE u32) = ceil(w/256) * ceil(h/256)
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//! 0x2c tiles*4 offset table: absolute byte offset of each row-major tile
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//! <off> 16 per-tile header (flags + tile w/h), then:
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//! <off+16> tile_w * tile_h * 4 bytes of A8R8G8B8 pixels, row-major
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//! ```
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//!
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//! Surfaces ≤256px wide are a single tile column, so the first tile's pixels sit
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//! at `44 + tiles*4 + 16 = 64` — which is why the old "type→header size 64/84/…"
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//! rule (header = 44 + tiles*20) happened to decode small textures correctly: for
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//! one tile it lands on the same pixel start. Wide textures were garbled because
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//! the offset table + 16-byte per-tile headers weren't accounted for.
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/// Magic at the start of every T8aD surface.
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pub const T8AD_MAGIC: [u8; 4] = *b"T8aD";
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/// A decoded T8aD surface as tightly-packed RGBA8 (row-major, top-left origin).
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct T8adImage {
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pub width: u32,
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pub height: u32,
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pub rgba: Vec<u8>,
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}
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/// Whether `bytes` starts with the T8aD magic.
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pub fn is_t8ad(bytes: &[u8]) -> bool {
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bytes.len() >= 4 && bytes[0..4] == T8AD_MAGIC
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}
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#[inline]
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fn be32(b: &[u8], off: usize) -> u32 {
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u32::from_be_bytes([b[off], b[off + 1], b[off + 2], b[off + 3]])
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}
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/// Side of the square storage tile, in texels, and the per-tile header size.
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const TILE: usize = 256;
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const TILE_HDR: usize = 16;
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/// Decode a T8aD surface from a slice whose first bytes ARE the magic. Returns
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/// `None` for non-T8aD input or a variant we can't decode as RGBA (never guesses).
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///
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/// Layout (reversed from the header + verified against the running game):
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/// a 44-byte base header, then a `tiles`-entry big-endian u32 **offset table** at
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/// `0x2c`, where `tiles` = the field at `0x1c` = `ceil(w/256) * ceil(h/256)`.
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/// Each entry is the absolute byte offset of a **row-major** 256×256 tile; every
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/// tile is a 16-byte tile header followed by `tile_w*tile_h*4` A8R8G8B8 pixels,
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/// edge tiles clipped to the image bounds.
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pub fn parse(bytes: &[u8]) -> Option<T8adImage> {
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if !is_t8ad(bytes) || bytes.len() < 0x40 {
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return None;
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}
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let width = be32(bytes, 0x14) as usize;
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let height = be32(bytes, 0x18) as usize;
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if !(1..=4096).contains(&width) || !(1..=4096).contains(&height) {
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return None;
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}
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let tiles = be32(bytes, 0x1c) as usize;
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let cols = width.div_ceil(TILE);
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let rows = height.div_ceil(TILE);
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// The field at 0x1c must be the tile count; otherwise it's a variant we don't
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// decode (e.g. DXT / palettized) — defer rather than misdecode.
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if tiles == 0 || tiles != cols * rows {
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return None;
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}
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const TABLE: usize = 0x2c;
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if bytes.len() < TABLE + tiles * 4 {
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return None;
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}
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let mut rgba = vec![0u8; width * height * 4];
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for ty in 0..rows {
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for tx in 0..cols {
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let tile = ty * cols + tx;
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let pixels = be32(bytes, TABLE + tile * 4) as usize + TILE_HDR;
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let tw = TILE.min(width - tx * TILE);
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let th = TILE.min(height - ty * TILE);
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if pixels + tw * th * 4 > bytes.len() {
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return None; // truncated / not the layout we expect
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}
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for row in 0..th {
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let mut s = pixels + row * tw * 4;
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let mut d = ((ty * TILE + row) * width + tx * TILE) * 4;
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for _ in 0..tw {
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// A8R8G8B8 → RGBA8.
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rgba[d] = bytes[s + 1];
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rgba[d + 1] = bytes[s + 2];
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rgba[d + 2] = bytes[s + 3];
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rgba[d + 3] = bytes[s];
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s += 4;
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d += 4;
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}
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}
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}
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}
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Some(T8adImage {
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width: width as u32,
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height: height as u32,
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rgba,
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})
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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/// Build a synthetic single-tile T8aD (`w,h ≤ 256`) with a known A8R8G8B8
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/// pattern: base header + 1-entry offset table + 16-byte tile header + pixels.
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fn synth(w: u32, h: u32) -> Vec<u8> {
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assert!(w <= 256 && h <= 256);
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let mut b = vec![0u8; 0x2c];
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b[0..4].copy_from_slice(&T8AD_MAGIC);
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b[0x14..0x18].copy_from_slice(&w.to_be_bytes());
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b[0x18..0x1c].copy_from_slice(&h.to_be_bytes());
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b[0x1c..0x20].copy_from_slice(&1u32.to_be_bytes()); // 1 tile
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b.extend_from_slice(&0x30u32.to_be_bytes()); // offset table: tile 0 @ 0x30
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b.extend_from_slice(&[0u8; 16]); // 16-byte tile header → pixels at 0x40
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for i in 0..(w * h) {
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b.extend_from_slice(&[(i & 0xff) as u8, 0x24, 0x63, 0xB2]); // A, R, G, B
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}
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b
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}
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#[test]
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fn decodes_argb_to_rgba() {
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let b = synth(4, 2);
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let img = parse(&b).expect("decodes");
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assert_eq!((img.width, img.height), (4, 2));
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assert_eq!(img.rgba.len(), 4 * 2 * 4);
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// pixel 0: A=0,R=0x24,G=0x63,B=0xB2 → RGBA = 24 63 B2 00
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assert_eq!(&img.rgba[0..4], &[0x24, 0x63, 0xB2, 0x00]);
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// pixel 1: A=1 → alpha byte
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assert_eq!(&img.rgba[4..8], &[0x24, 0x63, 0xB2, 0x01]);
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}
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#[test]
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fn assembles_row_major_tiles_via_offset_table() {
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// 300×1 → 2 tiles: (0,0)=256×1 red, (1,0)=44×1 blue, each +16-byte header.
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let (w, h): (u32, u32) = (300, 1);
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let mut b = vec![0u8; 0x2c];
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b[0..4].copy_from_slice(&T8AD_MAGIC);
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b[0x14..0x18].copy_from_slice(&w.to_be_bytes());
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b[0x18..0x1c].copy_from_slice(&h.to_be_bytes());
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b[0x1c..0x20].copy_from_slice(&2u32.to_be_bytes()); // 2 tiles
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let off0 = 0x2c + 2 * 4; // after the 2-entry table
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let off1 = off0 + 16 + 256 * 4; // tile-0 header + its 256 pixels
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b.extend_from_slice(&(off0 as u32).to_be_bytes());
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b.extend_from_slice(&(off1 as u32).to_be_bytes());
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b.extend_from_slice(&[0u8; 16]);
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b.extend_from_slice(&[0xFF, 0xFF, 0, 0].repeat(256)); // A,R,G,B red
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b.extend_from_slice(&[0u8; 16]);
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b.extend_from_slice(&[0xFF, 0, 0, 0xFF].repeat(44)); // A,R,G,B blue
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let img = parse(&b).expect("decodes");
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assert_eq!((img.width, img.height), (300, 1));
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assert_eq!(&img.rgba[0..4], &[0xFF, 0, 0, 0xFF]); // tile 0 → red
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assert_eq!(&img.rgba[256 * 4..256 * 4 + 4], &[0, 0, 0xFF, 0xFF]); // tile 1 → blue
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}
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#[test]
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fn rejects_wrong_tilecount_and_short() {
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// tile-count field that isn't ceil(w/256)*ceil(h/256) → None
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let mut b = synth(2, 2);
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b[0x1c..0x20].copy_from_slice(&7u32.to_be_bytes());
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assert!(parse(&b).is_none());
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// truncated pixel data → None
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let b = synth(64, 64);
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assert!(parse(&b[..200]).is_none());
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assert!(parse(b"IDXD\0\0\0\0").is_none());
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}
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}
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