map viewer
This commit is contained in:
parent
93bc6e7a07
commit
2b1f1a0191
15 changed files with 2355 additions and 40 deletions
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@ -8,6 +8,10 @@ function readU16LE(buffer, offset) {
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return buffer.readUInt16LE(offset);
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}
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function readS16LE(buffer, offset) {
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return buffer.readInt16LE(offset);
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}
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function rowByteWidth(width, mode) {
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return mode === 2 ? Math.ceil(width / 2) : width;
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}
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@ -314,8 +318,8 @@ export function extractBundleFromHeader(payloadBuffer, absoluteHeaderOffset) {
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const relativeDataOffset = readU32LE(payloadBuffer, entryOffset + 0x08);
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const frameWidth = readU16LE(payloadBuffer, entryOffset + 0x0c);
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const frameHeight = readU16LE(payloadBuffer, entryOffset + 0x0e);
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const originX = readU16LE(payloadBuffer, entryOffset + 0x10);
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const originY = readU16LE(payloadBuffer, entryOffset + 0x12);
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const originX = readS16LE(payloadBuffer, entryOffset + 0x10);
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const originY = readS16LE(payloadBuffer, entryOffset + 0x12);
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const dataStart = dataOffset + (((flags & 1) === 1) ? relativeDataOffset * 4 : relativeDataOffset);
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const rawSize = rowByteWidth(frameWidth, mode) * frameHeight;
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@ -1,21 +1,37 @@
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import fs from 'node:fs';
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import path from 'node:path';
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import process from 'node:process';
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import { fileURLToPath } from 'node:url';
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import { exportMap } from './export-map.js';
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// Resolve the on-disc PSX asset root. We prefer the ORIGINAL extracted disc
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// files so the exporter never depends on a pre-processed cache; the cached
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// STATIC_PSX copy in the sibling viewer workspace is kept only as a fallback
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// for environments without the disc mounted.
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function resolveDefaultDiscRoot(moduleDir) {
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const candidates = [
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'E:/emu/psx/Crusader - No Remorse',
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'E:/emu/psx/Crusader 2 Pre-Pre Alpha',
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path.resolve(moduleDir, '..', '..', '..', 'crusader_map_viewer', 'map_renderer', 'STATIC_PSX'),
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];
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for (const candidate of candidates) {
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try {
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const stat = fs.statSync(candidate);
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if (stat.isDirectory()) {
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return candidate;
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}
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} catch {
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// try next
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}
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}
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return candidates[candidates.length - 1];
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}
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function parseArgs(argv) {
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const moduleDir = path.dirname(fileURLToPath(import.meta.url));
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const options = {
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discRoot: path.resolve(
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moduleDir,
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'..',
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'..',
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'..',
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'crusader_map_viewer',
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'map_renderer',
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'STATIC_PSX'
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),
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discRoot: resolveDefaultDiscRoot(moduleDir),
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gpuRamDump: null,
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mapSource: 'auto',
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bindingMode: 'raw',
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@ -75,6 +91,15 @@ function parseArgs(argv) {
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index += 1;
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continue;
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}
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if (arg === '--output-root') {
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options.outputRoot = path.resolve(next);
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index += 1;
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continue;
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}
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if (arg === '--no-reset-output') {
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options.resetOutputRoot = false;
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continue;
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}
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if (arg === '--debug-labels') {
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options.debugLabels = true;
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continue;
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@ -140,6 +165,8 @@ async function main() {
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gpuRamDumpPath: options.gpuRamDump,
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validationBundles: options.validationBundles,
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outName: options.outName,
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outputRoot: options.outputRoot,
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resetOutputRoot: options.resetOutputRoot,
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debugLabels: Boolean(options.debugLabels),
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});
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@ -431,6 +431,21 @@ function chooseBundleBinding(record, bundles, options = {}) {
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return null;
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}
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// Mark high-typeWord dispatch_root entries (>= 0xAC) as non-renderable
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// placeholders rather than guessing art for them. The PSX engine switches
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// its palette-token sourcing at typeWord 0xAC: types below use the 16-byte
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// ctor record (renderable world objects) and types at or above use the
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// 24-byte dispatch-root record (spawners, triggers, NPCs, UI panels) and
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// typically have no sprite art at all. Without this guard the
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// `bundles[typeWord]` fallback below picks an arbitrary bundle by raw scan
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// order and produces wildly wrong sprites (e.g. invisible spawners
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// rendered as brick walls / turrets / teleporters). The viewer still gets
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// a placeholder so these entities remain inspectable.
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// Cross-ref `/memories/repo/psx-typeword-renderable-boundary-2026-04-19.md`.
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if (record.sourceFamily === 'section0_dispatch_roots' && record.typeWord >= 0xAC) {
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return { bundle: null, mappingSource: 'placeholder-dispatch-root-high-typeword', runtimeBinding: null, placeholder: true };
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}
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const rawTypeBundle = chooseBundleForType(bundles, record.typeWord);
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if (!rawTypeBundle) {
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return null;
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@ -1093,7 +1108,11 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
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// 0x000d84f4 - portrait/talk panel (already known)
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// 0x00074f44 - type 0xAC (172) full-screen UI panel, 216x126, kind-4
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// mode-2; user-confirmed as the lone "TAC:b4f44" leak.
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const nonMapFacingBundleOffsets = new Set([0x000d84f4, 0x00074f44]);
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// 0x00086810 - "ceiling" tile (T0x43, kind-5 mode-2, 128x65). Engine uses
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// it at runtime to temporarily obscure rooms the player has
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// not entered yet; for static map rendering it just hides
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// the geometry the user wants to see, so it is suppressed.
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const nonMapFacingBundleOffsets = new Set([0x000d84f4, 0x00074f44, 0x00086810]);
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for (const record of records) {
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if (record.sourceFamily === 'section0_dispatch_roots' && nonMapFacingRootTypes.has(record.typeWord)) {
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skippedRecords.push({
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@ -1107,7 +1126,62 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
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const binding = chooseBundleBinding(record, bundles, options);
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const bundle = binding?.bundle ?? null;
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if (!bundle || !binding) {
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if (!binding) {
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continue;
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}
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if (binding.placeholder) {
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// Non-renderable entity (spawner, trigger, NPC, UI marker). Emit a small
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// square footprint so the viewer can still display and inspect it.
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const PLACEHOLDER_SIZE = 12;
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items.push({
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id: record.index,
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instanceId: record.index,
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recordIndex: record.index,
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recordSource: record.source,
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sourceFamily: record.sourceFamily,
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authoredLayer: record.authoredLayer ?? record.sourceRole ?? null,
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recordSide: record.recordSide,
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rowIndex: record.rowIndex,
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typeWord: record.typeWord,
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laneWord: record.laneWord,
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worldX: record.xWord ?? null,
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worldY: record.yWord ?? null,
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worldZ: record.zWord ?? null,
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screenX: record.screenX,
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screenY: record.screenY,
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bundleSlot: null,
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bundleAbsoluteOffset: null,
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bundleSource: null,
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requestedFrameIndex: record.selectorWord,
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frameIndex: null,
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defaultPaletteIndex: null,
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resolvedPaletteIndex: null,
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paletteFormula: null,
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mappingSource: binding.mappingSource,
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templateTypeId: null,
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donorTypeId: null,
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runtimeBindingMaskedAbsoluteOffset: null,
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runtimeBindingOffsetDelta: null,
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runtimeBindingVisibleCount: null,
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runtimeBindingRawRecordCount: null,
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rawWords: record.rawWords ?? record.words,
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flipped: false,
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width: PLACEHOLDER_SIZE,
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height: PLACEHOLDER_SIZE,
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originX: PLACEHOLDER_SIZE / 2,
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originY: PLACEHOLDER_SIZE / 2,
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drawX: record.screenX - PLACEHOLDER_SIZE / 2,
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drawY: record.screenY - PLACEHOLDER_SIZE / 2,
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stage: 1, // overlays so placeholders sit on top of geometry
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isFlat: false,
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resourceKey: 'placeholder',
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paletteDiagnostics: null,
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sprite: null,
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placeholder: true,
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});
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continue;
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}
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if (!bundle) {
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continue;
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}
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if (nonMapFacingBundleOffsets.has(bundle.absoluteOffset)) {
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@ -1171,9 +1245,27 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
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height: sprite.height,
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originX: sprite.originX,
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originY: sprite.originY,
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drawX: record.screenX - sprite.originX,
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// Engine-accurate anchor selection per psx_project_object_main_visible
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// (0x80040d44 / 0x80040ddc): when laneWord bit 0x0002 is set the engine
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// mirrors the horizontal anchor from origin_x to (frame_w - origin_x).
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// The blit step then flips the sprite. Applying both keeps the visible
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// anchor on the same world point, fixing flipped walls that previously
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// landed (frame_w - 2*origin_x) px too far left.
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drawX: ((record.laneWord & 0x0002) !== 0)
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? record.screenX - (sprite.width - sprite.originX)
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: record.screenX - sprite.originX,
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drawY: record.screenY - sprite.originY,
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stage: record.typeWord === 4 || (record.laneWord & 0x0400) !== 0 ? 1 : 0,
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// Heuristic: flat floor/ceiling decals are tile-sized sprites whose
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// anchor sits at the bottom edge AND whose silhouette is wider than
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// tall (i.e. matches the engine's 2:1 isometric ground footprint).
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// Upright sprites (walls, crates, terminals, props) extend well above
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// the anchor and have height >= width.
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isFlat:
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sprite.width >= 48 &&
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sprite.height > 0 &&
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sprite.height / sprite.width <= 0.6 &&
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sprite.originY >= sprite.height - 4,
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resourceKey,
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paletteDiagnostics: derivePaletteDiagnostics(record, bundle),
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sprite,
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@ -1183,18 +1275,23 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
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// Painter's order for an isometric top-down full-map render.
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// 1. `stage`: runtime sub-stage flag (0 = default, 1 = overlays flagged via
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// typeWord===4 or laneWord bit 0x0400). Overlays always on top.
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// 2. `authoredLayer`: `constructors` is the static geometry lane (walls,
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// floors, architecture placed by `psx_dispatch_section0_constructor_placements`).
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// `roots` is the dispatch-root lane — interactive/dynamic objects such as
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// crates, terminals, doors, pickups placed by
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// `psx_dispatch_section0_dispatch_roots`. Geometry draws first so that
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// props (roots) sit ON TOP of the room they occupy.
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// 3. Isometric depth within a layer: back-to-front by world `X + Y` (ground
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// depth along the engine's isometric axis), then by `Z` ascending so a
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// lower object at the same ground cell does not occlude a taller one
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// behind it. Falls back to screenY when world coords are unavailable.
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// 4. `screenX` ascending: stable tie-breaker left-to-right.
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const layerPriority = (item) => {
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// 2. Isometric depth: back-to-front by world `X + Y` (ground depth along the
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// engine's isometric axis). Constructors (static geometry: walls, floors,
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// architecture) and roots (dynamic props: crates, terminals, doors) are
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// interleaved by depth so a crate placed in front of a wall does not get
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// painted over by a wall placed further back. Falls back to screenY when
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// world coords are unavailable.
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// 3. `isFlat`: at the SAME depth, flat ground decals (floor/ceiling tiles)
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// must draw BEFORE upright sprites (walls, crates, props) so the props
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// standing on the tile sit visually on top of it. Without this bias,
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// floors painted on the same world tile as a prop will overpaint the
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// prop whenever screenX happens to sort the floor last.
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// 4. `worldZ` ascending: lower objects at the same ground cell draw before
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// taller ones at that cell.
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// 5. `authoredLayer`: when world coords + flatness tie, draw constructors
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// (geometry) before roots (props) so props sit on top of their floor.
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// 6. `screenX` ascending: stable tie-breaker left-to-right.
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const layerTieBreak = (item) => {
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if (item.authoredLayer === 'constructors') return 0;
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if (item.authoredLayer === 'roots') return 1;
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return 2;
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@ -1209,10 +1306,13 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
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if (left.stage !== right.stage) {
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return left.stage - right.stage;
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}
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const leftLayer = layerPriority(left);
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const rightLayer = layerPriority(right);
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if (leftLayer !== rightLayer) {
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return leftLayer - rightLayer;
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// Two-pass painter: ALL flat ground decals first (back-to-front by depth),
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// then ALL upright sprites (back-to-front by depth). This avoids the
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// floor-anchor problem where a flat tile's authored anchor sits at its
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// FRONT tip (largest world X+Y in the footprint), which a single-pass
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// depth sort would draw AFTER walls/props that visually stand on it.
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if (left.isFlat !== right.isFlat) {
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return left.isFlat ? -1 : 1;
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}
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const leftDepth = depthKey(left);
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const rightDepth = depthKey(right);
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@ -1224,6 +1324,11 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
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if (leftZ !== rightZ) {
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return leftZ - rightZ;
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}
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const leftLayer = layerTieBreak(left);
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const rightLayer = layerTieBreak(right);
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if (leftLayer !== rightLayer) {
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return leftLayer - rightLayer;
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}
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return left.screenX - right.screenX;
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});
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@ -1283,13 +1388,19 @@ export async function exportMap(options) {
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const cacheBaseRoot = path.join(options.projectRoot, '.cache');
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const cacheRoot = path.join(options.projectRoot, '.cache', mapStem);
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const spriteRoot = path.join(cacheRoot, 'sprites');
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const outputRoot = path.join(options.projectRoot, '.output');
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const outputRoot = options.outputRoot
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? path.resolve(options.outputRoot)
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: path.join(options.projectRoot, '.output');
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await ensureDirectory(cacheBaseRoot);
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await resetDirectory(cacheRoot);
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await ensureDirectory(cacheRoot);
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await ensureDirectory(spriteRoot);
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await resetDirectory(outputRoot);
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if (options.resetOutputRoot === false) {
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await ensureDirectory(outputRoot);
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} else {
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await resetDirectory(outputRoot);
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}
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const recordSet = chooseRecordSet(wdl, options.mapSource);
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const region04 = wdl.regions.find((region) => region.name === 'post_audio_region_04');
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@ -1446,6 +1557,9 @@ export async function exportMap(options) {
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rawWords: item.rawWords,
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typeWord: item.typeWord,
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laneWord: item.laneWord,
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worldX: item.worldX ?? null,
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worldY: item.worldY ?? null,
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worldZ: item.worldZ ?? null,
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screenX: item.screenX,
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screenY: item.screenY,
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bundleSlot: item.bundleSlot,
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@ -1478,6 +1592,7 @@ export async function exportMap(options) {
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originX: item.originX,
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originY: item.originY,
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stage: item.stage,
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placeholder: item.placeholder === true,
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})),
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};
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@ -139,12 +139,68 @@ function blitRgba(canvas, canvasWidth, canvasHeight, sprite, dstX, dstY, flipped
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}
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}
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// Magenta diamond marker for placeholder (non-renderable) entities such as
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// spawners, triggers, NPCs, and UI panels. Drawn in place of a sprite blit so
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// the viewer still surfaces the entity for inspection without guessing wrong
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// art. The diamond is 12x12 by default (caller passes the placeholder width).
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function drawPlaceholderMarker(canvas, canvasWidth, canvasHeight, dstX, dstY, w, h) {
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const half = Math.max(2, Math.floor(Math.min(w, h) / 2));
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const cx = Math.round(dstX + w / 2);
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const cy = Math.round(dstY + h / 2);
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// Filled diamond by scanline.
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for (let dy = -half; dy <= half; dy += 1) {
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const span = half - Math.abs(dy);
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const y = cy + dy;
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if (y < 0 || y >= canvasHeight) continue;
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for (let dx = -span; dx <= span; dx += 1) {
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const x = cx + dx;
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if (x < 0 || x >= canvasWidth) continue;
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// Magenta interior with darker outline on the diamond edge.
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const onEdge = Math.abs(dx) + Math.abs(dy) === half;
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const target = ((y * canvasWidth) + x) * 4;
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canvas[target + 0] = onEdge ? 90 : 220;
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canvas[target + 1] = onEdge ? 0 : 60;
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canvas[target + 2] = onEdge ? 110 : 200;
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canvas[target + 3] = 255;
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}
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}
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}
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export function renderMap(items, options = {}) {
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if (items.length === 0) {
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throw new Error('No renderable scene items were produced.');
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}
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const bounds = items.reduce(
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// Guard against a single bad item (e.g. corrupt sprite origin) inflating the
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// canvas to multiple gigabytes. We compute the median centroid of all items
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// and drop anything farther than MAX_EXTENT px from it before computing
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// bounds. This keeps render output sane even if the parser produces a few
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// outliers, while preserving every real authored item (the playfield is
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// never larger than a few thousand pixels in either axis).
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const MAX_EXTENT = 4096;
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const centroids = items.map((it) => ({ x: it.drawX + (it.width ?? 0) / 2, y: it.drawY + (it.height ?? 0) / 2 }));
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const sortedX = centroids.map((c) => c.x).sort((a, b) => a - b);
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const sortedY = centroids.map((c) => c.y).sort((a, b) => a - b);
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const medianX = sortedX[sortedX.length >> 1];
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const medianY = sortedY[sortedY.length >> 1];
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const droppedOutliers = [];
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const visibleItems = items.filter((it, idx) => {
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const dx = Math.abs(centroids[idx].x - medianX);
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const dy = Math.abs(centroids[idx].y - medianY);
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if (dx > MAX_EXTENT || dy > MAX_EXTENT) {
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droppedOutliers.push({ recordIndex: it.recordIndex, typeWord: it.typeWord, drawX: it.drawX, drawY: it.drawY, dx, dy });
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return false;
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}
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return true;
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});
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if (droppedOutliers.length > 0 && process.env.PSX_TRACE) {
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console.error('[renderMap] dropped ' + droppedOutliers.length + ' outlier item(s) beyond ' + MAX_EXTENT + 'px from median; first: ' + JSON.stringify(droppedOutliers[0]));
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}
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if (visibleItems.length === 0) {
|
||||
throw new Error('All scene items were classified as outliers; nothing to render.');
|
||||
}
|
||||
|
||||
const bounds = visibleItems.reduce(
|
||||
(state, item) => ({
|
||||
minX: Math.min(state.minX, item.drawX),
|
||||
minY: Math.min(state.minY, item.drawY),
|
||||
|
|
@ -157,9 +213,27 @@ export function renderMap(items, options = {}) {
|
|||
const padding = 16;
|
||||
const width = Math.max(1, (bounds.maxX - bounds.minX) + (padding * 2));
|
||||
const height = Math.max(1, (bounds.maxY - bounds.minY) + (padding * 2));
|
||||
if (process.env.PSX_TRACE) {
|
||||
console.error('[renderMap] items=' + visibleItems.length + ' bounds=' + JSON.stringify(bounds) + ' size=' + width + 'x' + height);
|
||||
}
|
||||
const canvas = clearCanvas(width, height, options.background ?? DEFAULT_BACKGROUND);
|
||||
|
||||
for (const item of items) {
|
||||
for (const item of visibleItems) {
|
||||
if (item.placeholder || !item.sprite) {
|
||||
// Draw a small magenta diamond marker for non-renderable entities
|
||||
// (spawners, triggers, NPCs). Keeps them visible and inspectable in
|
||||
// the viewer overlay without guessing wrong art.
|
||||
drawPlaceholderMarker(
|
||||
canvas,
|
||||
width,
|
||||
height,
|
||||
item.drawX - bounds.minX + padding,
|
||||
item.drawY - bounds.minY + padding,
|
||||
item.width,
|
||||
item.height
|
||||
);
|
||||
continue;
|
||||
}
|
||||
blitRgba(
|
||||
canvas,
|
||||
width,
|
||||
|
|
@ -179,7 +253,7 @@ export function renderMap(items, options = {}) {
|
|||
// on every tile and obscure surrounding art.
|
||||
const labelBudgetPerBundle = 10;
|
||||
const labelTally = new Map();
|
||||
for (const item of items) {
|
||||
for (const item of visibleItems) {
|
||||
const tallyKey = `${item.typeWord ?? '?'}|${item.bundleAbsoluteOffset ?? '?'}`;
|
||||
const used = labelTally.get(tallyKey) ?? 0;
|
||||
if (used >= labelBudgetPerBundle) {
|
||||
|
|
@ -210,6 +284,7 @@ export function renderMap(items, options = {}) {
|
|||
width,
|
||||
height,
|
||||
bounds,
|
||||
droppedOutlierCount: droppedOutliers.length,
|
||||
png: encodePng(canvas, width, height),
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -714,10 +714,14 @@ export function parseDispatchRootsBlock(block, variant = 'lset') {
|
|||
const typeWord = rawWords[2];
|
||||
const xWord = rawWords[4];
|
||||
const yWord = rawWords[5];
|
||||
// Dispatch roots do not carry a Z byte at a well-known offset; they are
|
||||
// treated as floor-plane (Z=0) until a Z field is recovered from the
|
||||
// descriptor's slot0 callback.
|
||||
const zWord = 0;
|
||||
// Engine reads Z from the LOW byte of the u16 at +0x06 of the shared
|
||||
// authored prefix (constructor view), even when the record is iterated
|
||||
// through the dispatcher view. Confirmed via psx_object_create_compound_record
|
||||
// @ 0x80024eec (memory note psx-coordinate-decode-2026-04-18.md). The HIGH
|
||||
// byte of the same u16 is a palette-override token, NOT a Z extension.
|
||||
// The constructor-view u16 at +0x06 lives at rawWords[3] in this 12-u16
|
||||
// expansion of the 24-byte dispatch-root record.
|
||||
const zWord = rawWords[3] & 0xff;
|
||||
const selectorWord = rawWords[6];
|
||||
const laneWord = rawWords[7];
|
||||
if (typeWord < 0x20 || typeWord > 0x1ff) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue