map viewer

This commit is contained in:
MaddoScientisto 2026-04-18 16:34:35 +02:00
commit 2b1f1a0191
15 changed files with 2355 additions and 40 deletions

View file

@ -431,6 +431,21 @@ function chooseBundleBinding(record, bundles, options = {}) {
return null;
}
// Mark high-typeWord dispatch_root entries (>= 0xAC) as non-renderable
// placeholders rather than guessing art for them. The PSX engine switches
// its palette-token sourcing at typeWord 0xAC: types below use the 16-byte
// ctor record (renderable world objects) and types at or above use the
// 24-byte dispatch-root record (spawners, triggers, NPCs, UI panels) and
// typically have no sprite art at all. Without this guard the
// `bundles[typeWord]` fallback below picks an arbitrary bundle by raw scan
// order and produces wildly wrong sprites (e.g. invisible spawners
// rendered as brick walls / turrets / teleporters). The viewer still gets
// a placeholder so these entities remain inspectable.
// Cross-ref `/memories/repo/psx-typeword-renderable-boundary-2026-04-19.md`.
if (record.sourceFamily === 'section0_dispatch_roots' && record.typeWord >= 0xAC) {
return { bundle: null, mappingSource: 'placeholder-dispatch-root-high-typeword', runtimeBinding: null, placeholder: true };
}
const rawTypeBundle = chooseBundleForType(bundles, record.typeWord);
if (!rawTypeBundle) {
return null;
@ -1093,7 +1108,11 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
// 0x000d84f4 - portrait/talk panel (already known)
// 0x00074f44 - type 0xAC (172) full-screen UI panel, 216x126, kind-4
// mode-2; user-confirmed as the lone "TAC:b4f44" leak.
const nonMapFacingBundleOffsets = new Set([0x000d84f4, 0x00074f44]);
// 0x00086810 - "ceiling" tile (T0x43, kind-5 mode-2, 128x65). Engine uses
// it at runtime to temporarily obscure rooms the player has
// not entered yet; for static map rendering it just hides
// the geometry the user wants to see, so it is suppressed.
const nonMapFacingBundleOffsets = new Set([0x000d84f4, 0x00074f44, 0x00086810]);
for (const record of records) {
if (record.sourceFamily === 'section0_dispatch_roots' && nonMapFacingRootTypes.has(record.typeWord)) {
skippedRecords.push({
@ -1107,7 +1126,62 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
const binding = chooseBundleBinding(record, bundles, options);
const bundle = binding?.bundle ?? null;
if (!bundle || !binding) {
if (!binding) {
continue;
}
if (binding.placeholder) {
// Non-renderable entity (spawner, trigger, NPC, UI marker). Emit a small
// square footprint so the viewer can still display and inspect it.
const PLACEHOLDER_SIZE = 12;
items.push({
id: record.index,
instanceId: record.index,
recordIndex: record.index,
recordSource: record.source,
sourceFamily: record.sourceFamily,
authoredLayer: record.authoredLayer ?? record.sourceRole ?? null,
recordSide: record.recordSide,
rowIndex: record.rowIndex,
typeWord: record.typeWord,
laneWord: record.laneWord,
worldX: record.xWord ?? null,
worldY: record.yWord ?? null,
worldZ: record.zWord ?? null,
screenX: record.screenX,
screenY: record.screenY,
bundleSlot: null,
bundleAbsoluteOffset: null,
bundleSource: null,
requestedFrameIndex: record.selectorWord,
frameIndex: null,
defaultPaletteIndex: null,
resolvedPaletteIndex: null,
paletteFormula: null,
mappingSource: binding.mappingSource,
templateTypeId: null,
donorTypeId: null,
runtimeBindingMaskedAbsoluteOffset: null,
runtimeBindingOffsetDelta: null,
runtimeBindingVisibleCount: null,
runtimeBindingRawRecordCount: null,
rawWords: record.rawWords ?? record.words,
flipped: false,
width: PLACEHOLDER_SIZE,
height: PLACEHOLDER_SIZE,
originX: PLACEHOLDER_SIZE / 2,
originY: PLACEHOLDER_SIZE / 2,
drawX: record.screenX - PLACEHOLDER_SIZE / 2,
drawY: record.screenY - PLACEHOLDER_SIZE / 2,
stage: 1, // overlays so placeholders sit on top of geometry
isFlat: false,
resourceKey: 'placeholder',
paletteDiagnostics: null,
sprite: null,
placeholder: true,
});
continue;
}
if (!bundle) {
continue;
}
if (nonMapFacingBundleOffsets.has(bundle.absoluteOffset)) {
@ -1171,9 +1245,27 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
height: sprite.height,
originX: sprite.originX,
originY: sprite.originY,
drawX: record.screenX - sprite.originX,
// Engine-accurate anchor selection per psx_project_object_main_visible
// (0x80040d44 / 0x80040ddc): when laneWord bit 0x0002 is set the engine
// mirrors the horizontal anchor from origin_x to (frame_w - origin_x).
// The blit step then flips the sprite. Applying both keeps the visible
// anchor on the same world point, fixing flipped walls that previously
// landed (frame_w - 2*origin_x) px too far left.
drawX: ((record.laneWord & 0x0002) !== 0)
? record.screenX - (sprite.width - sprite.originX)
: record.screenX - sprite.originX,
drawY: record.screenY - sprite.originY,
stage: record.typeWord === 4 || (record.laneWord & 0x0400) !== 0 ? 1 : 0,
// Heuristic: flat floor/ceiling decals are tile-sized sprites whose
// anchor sits at the bottom edge AND whose silhouette is wider than
// tall (i.e. matches the engine's 2:1 isometric ground footprint).
// Upright sprites (walls, crates, terminals, props) extend well above
// the anchor and have height >= width.
isFlat:
sprite.width >= 48 &&
sprite.height > 0 &&
sprite.height / sprite.width <= 0.6 &&
sprite.originY >= sprite.height - 4,
resourceKey,
paletteDiagnostics: derivePaletteDiagnostics(record, bundle),
sprite,
@ -1183,18 +1275,23 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
// Painter's order for an isometric top-down full-map render.
// 1. `stage`: runtime sub-stage flag (0 = default, 1 = overlays flagged via
// typeWord===4 or laneWord bit 0x0400). Overlays always on top.
// 2. `authoredLayer`: `constructors` is the static geometry lane (walls,
// floors, architecture placed by `psx_dispatch_section0_constructor_placements`).
// `roots` is the dispatch-root lane — interactive/dynamic objects such as
// crates, terminals, doors, pickups placed by
// `psx_dispatch_section0_dispatch_roots`. Geometry draws first so that
// props (roots) sit ON TOP of the room they occupy.
// 3. Isometric depth within a layer: back-to-front by world `X + Y` (ground
// depth along the engine's isometric axis), then by `Z` ascending so a
// lower object at the same ground cell does not occlude a taller one
// behind it. Falls back to screenY when world coords are unavailable.
// 4. `screenX` ascending: stable tie-breaker left-to-right.
const layerPriority = (item) => {
// 2. Isometric depth: back-to-front by world `X + Y` (ground depth along the
// engine's isometric axis). Constructors (static geometry: walls, floors,
// architecture) and roots (dynamic props: crates, terminals, doors) are
// interleaved by depth so a crate placed in front of a wall does not get
// painted over by a wall placed further back. Falls back to screenY when
// world coords are unavailable.
// 3. `isFlat`: at the SAME depth, flat ground decals (floor/ceiling tiles)
// must draw BEFORE upright sprites (walls, crates, props) so the props
// standing on the tile sit visually on top of it. Without this bias,
// floors painted on the same world tile as a prop will overpaint the
// prop whenever screenX happens to sort the floor last.
// 4. `worldZ` ascending: lower objects at the same ground cell draw before
// taller ones at that cell.
// 5. `authoredLayer`: when world coords + flatness tie, draw constructors
// (geometry) before roots (props) so props sit on top of their floor.
// 6. `screenX` ascending: stable tie-breaker left-to-right.
const layerTieBreak = (item) => {
if (item.authoredLayer === 'constructors') return 0;
if (item.authoredLayer === 'roots') return 1;
return 2;
@ -1209,10 +1306,13 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
if (left.stage !== right.stage) {
return left.stage - right.stage;
}
const leftLayer = layerPriority(left);
const rightLayer = layerPriority(right);
if (leftLayer !== rightLayer) {
return leftLayer - rightLayer;
// Two-pass painter: ALL flat ground decals first (back-to-front by depth),
// then ALL upright sprites (back-to-front by depth). This avoids the
// floor-anchor problem where a flat tile's authored anchor sits at its
// FRONT tip (largest world X+Y in the footprint), which a single-pass
// depth sort would draw AFTER walls/props that visually stand on it.
if (left.isFlat !== right.isFlat) {
return left.isFlat ? -1 : 1;
}
const leftDepth = depthKey(left);
const rightDepth = depthKey(right);
@ -1224,6 +1324,11 @@ async function buildSceneItems(region04, records, bundles, options = {}) {
if (leftZ !== rightZ) {
return leftZ - rightZ;
}
const leftLayer = layerTieBreak(left);
const rightLayer = layerTieBreak(right);
if (leftLayer !== rightLayer) {
return leftLayer - rightLayer;
}
return left.screenX - right.screenX;
});
@ -1283,13 +1388,19 @@ export async function exportMap(options) {
const cacheBaseRoot = path.join(options.projectRoot, '.cache');
const cacheRoot = path.join(options.projectRoot, '.cache', mapStem);
const spriteRoot = path.join(cacheRoot, 'sprites');
const outputRoot = path.join(options.projectRoot, '.output');
const outputRoot = options.outputRoot
? path.resolve(options.outputRoot)
: path.join(options.projectRoot, '.output');
await ensureDirectory(cacheBaseRoot);
await resetDirectory(cacheRoot);
await ensureDirectory(cacheRoot);
await ensureDirectory(spriteRoot);
await resetDirectory(outputRoot);
if (options.resetOutputRoot === false) {
await ensureDirectory(outputRoot);
} else {
await resetDirectory(outputRoot);
}
const recordSet = chooseRecordSet(wdl, options.mapSource);
const region04 = wdl.regions.find((region) => region.name === 'post_audio_region_04');
@ -1446,6 +1557,9 @@ export async function exportMap(options) {
rawWords: item.rawWords,
typeWord: item.typeWord,
laneWord: item.laneWord,
worldX: item.worldX ?? null,
worldY: item.worldY ?? null,
worldZ: item.worldZ ?? null,
screenX: item.screenX,
screenY: item.screenY,
bundleSlot: item.bundleSlot,
@ -1478,6 +1592,7 @@ export async function exportMap(options) {
originX: item.originX,
originY: item.originY,
stage: item.stage,
placeholder: item.placeholder === true,
})),
};