39 KiB
Crusader: No Remorse (PlayStation) Recon
Scope
- Target disc tree:
E:\emu\psx\Crusader - No Remorse - Goal of this pass: identify the boot executable, separate likely code from content, and find the most practical first extraction routes for PS1 assets.
Immediate Conclusions
SYSTEM.CNFis the disc boot file and points directly atcdrom:\SLUS_002.68;1.SLUS_002.68is the main game executable. It begins with a validPS-X EXEheader.- No other top-level file currently looks like a second normal PS1 executable.
- Disc content is dominated by standard PS1 media (
.STR,.XA) plus a large number of game-specific.WDLblobs. FMV.BINlooks like movie-playback support data or a resource blob, not a bootable executable.ZZZ.ZZZlooks much more like media/container data than code, and its size exactly matchesMOVIES/FMV3.STR.
Disc Boot Evidence
SYSTEM.CNF contents:
BOOT = cdrom:\SLUS_002.68;1
TCB = 4
EVENT = 10
STACK = 801FFFFC
SLUS_002.68 header evidence:
- Magic:
PS-X EXE - Initial PC:
0x8004BD90 - Load address:
0x80010000 - Image size:
0x000A4800(675,840bytes)
This is the clearest Ghidra import candidate for code analysis.
Top-Level File Classification
Top-level items:
SLUS_002.68SYSTEM.CNFFMV.BINZZZ.ZZZSPEC_A.WDLLEGAL.SCRLICENSEA.DATAUDIO/MOVIES/MENUS/LSET1/throughLSET7/
Recursive extension summary from the extracted disc tree:
| Extension | Count | Total bytes | Current classification |
|---|---|---|---|
.STR |
33 | 415,027,744 | PS1 movie streams |
.XA |
2 | 91,897,856 | PS1 XA audio |
.WDL |
66 | 76,198,860 | custom game asset/level blobs |
.ZZZ |
1 | 26,148,984 | likely media/container data |
.68 |
1 | 675,840 | main PS1 executable |
.SCR |
1 | 153,600 | data asset |
.BIN |
1 | 90,812 | support/resource blob |
.DAT |
1 | 28,032 | data asset |
.CNF |
1 | 70 | boot config |
File Family Findings
1. SLUS_002.68
- This is the boot target from
SYSTEM.CNF. - It has a normal PS1 executable header.
- It should be the first import into Ghidra.
- Current working assumption: this is the only primary native code binary on the disc.
2. AUDIO/*.XA
- Files found:
AUDIO/MULTI8.XAAUDIO/TALK1.XA
- These are standard PS1 XA audio files.
MULTI8.XAis divisible by both2352and2048, which is consistent with sector-oriented media data.TALK1.XAis divisible by2048but not exactly by2352.- Most practical extraction route: use standard PS1/XA tooling rather than custom RE first.
3. MOVIES/*.STR
- Files found:
FMV0.STRthroughFMV32.STR. - These are the strongest candidates for standard PS1 video streams.
- The raw headers look consistent with sectorized PS1 stream data rather than executable code.
- Most practical extraction route: treat them as PS1 STR video and run them through PS1 media tooling first.
4. FMV.BIN
This file does not look like a normal executable.
First bytes begin with:
\MOVIES\FMV%d.STR
MDEC_rest:bad option(%d)
MDEC_in_sync
MDEC_out_sync
DMA=(%d,%d), ADDR=(0x%08x->0x%08x)
FIFO=(%d,%d),BUSY=%d,DREQ=(%d,%d),RGB24=%d,STP=%d
Current best read:
FMV.BINis movie-related support data, code tables, or debug/resource text for the MDEC/FMVs.- It clearly references the external movie path pattern
\MOVIES\FMV%d.STR. - It is worth a secondary Ghidra import only if the goal is to understand the movie subsystem specifically.
- It is not the disc boot executable.
5. ZZZ.ZZZ
Key findings:
- Size:
26,148,984bytes - That size exactly matches
MOVIES/FMV3.STR. - The file begins with stream-like binary data rather than an executable header.
- It also yielded movie-adjacent string evidence such as
MDEC.
Current best read:
ZZZ.ZZZis probably not code.- It is a strong candidate for either:
- a renamed movie stream, or
- a duplicate/alternate copy of
FMV3.STR
Most practical next check:
- compare a few sectors or hashes against
MOVIES/FMV3.STR - try opening
ZZZ.ZZZdirectly in PS1 STR-capable tooling
6. LSET*/L*.WDL
These are the most important unknown asset family for content extraction.
Representative level sample: LSET1/L0.WDL
- Size:
1,312,624bytes - Header starts with structured values, not raw pixels:
0x00000034 0x00006FDC 0x0000376C 0x00001000
0x00000160 0x00000498 0x0000025C 0x00000FE0
0x00000070 0x00072EC4 0x00034B6C 0x00007448
0x0007407C 0x00010824 0x00000002 0x00000000
- This does not behave like a flat framebuffer dump.
- It looks more like a custom structured level/container blob with internal offsets, lengths, or section pointers.
- Additional offset targets inside the file, such as
0x376C,0x6FDC, and0x10824, land on repeating structured records rather than code.
Strict TIM-style scan results for L0.WDL found plausible embedded PS1 image headers at:
0xE7A840x117DEC0x12CECC0x135F180x1369F40x136B380x136C40
Current best read:
LSET*.WDLlikely holds mixed level resources.- At least some of those resources may include standard embedded PS1 TIM-like image blocks.
- These files are the strongest current target for a custom extractor.
Executable-guided extraction status:
lset_level_bundle_loadin the imported PSX executable now confirms the executable builds\LSETn\Lx.WDLpaths directly and treats those files as the live level-bundle format.- The same loader reads a small level header blob first, then a large SPU/audio blob, then dispatches the remaining level resource stream through
level_resource_stream_load. image_resource_bind_vram_slotandimage_bundle_load_to_vramshow that resource types4and5are image/sprite-oriented resources: they resolve VRAM placement and upload image data throughLoadImage.sprite_rle_decode_rowsis now confirmed as the row-based decompressor used when a type-5 frame record has its compressed bit set.- Current consequence: sprite extraction now has a real executable-backed path, while map extraction has a reliable raw-carving path even though the full tile/object semantics are not decoded yet.
7. MENUS/*.WDL and SPEC_A.WDL
Representative menu sample: MENUS/M13.WDL
- Size:
1,475,928bytes - Starts with dense repeating values like:
0x9D499D29 0x9D299D29 0x9D4A9D4A 0xA14A9D4A
0x9D49A14A 0x9D299D29 0x9D4A9D4A 0xA14A9D4A
Representative special sample: SPEC_A.WDL
- Size:
545,424bytes - Starts with the same raw-looking pattern as
M13.WDL.
Current best read:
- These do not begin with obvious pointer tables.
- They look more like raw or lightly wrapped image/screen asset data than like level containers.
M13.WDLhad no strict TIM hits in the quick scan.SPEC_A.WDLdid have a few plausible stricter TIM-style hits at:0x449A80x80ED8
So the .WDL family probably is not one single uniform format. Current evidence supports at least two subfamilies:
- structured level/resource blobs (
LSET*/*.WDL) - raw-looking menu/special screen blobs (
MENUS/*.WDL,SPEC_A.WDL)
Executable-guided extraction status:
SPEC_A.WDLdoes not behave like theLSET*.WDLcontainer family.- The executable-backed extractor work currently treats it as a raw blob with embedded image candidates rather than as a contiguous section table.
- A validated carve on
SPEC_A.WDLcurrently finds strict TIM-style hits at0x1B5CCand0x80ED8.
Executable-Backed Extraction Model
These findings are now grounded in both file inspection and the imported SLUS_002.68 executable.
Level bundles: LSET*/*.WDL
Validated current extraction model for LSET1/L0.WDL:
- top-level header size:
0x34 - immediately following blob:
0x6FDCbytes - post-audio resource area starts at:
0x7010 - high-confidence internal boundaries recovered from the header and validated with the extractor:
0x74480x34B6C0x72EC40x7407C
Current carved regions from L0.WDL:
| Region | Offset | Size | Current interpretation |
|---|---|---|---|
audio_or_spu_blob |
0x34 |
0x6FDC |
SPU/sequence data loaded by the audio init path |
post_audio_region_00 |
0x7010 |
0x438 |
small table/directory block |
post_audio_region_01 |
0x7448 |
0x2D724 |
strong map/placement candidate |
post_audio_region_02 |
0x34B6C |
0x3E358 |
strong map/placement candidate |
post_audio_region_03 |
0x72EC4 |
0x11B8 |
small control/index block |
post_audio_region_04 |
0x7407C |
0xCC6F4 |
strongest current sprite/graphics bank candidate |
Important consequence:
- for map work, the best current extraction targets are
post_audio_region_01andpost_audio_region_02 - for sprite/graphics work, the best current extraction target is
post_audio_region_04
Important correction from the next executable pass:
- a previously suspected text-like block in the broader PSX resource system is now confirmed separately in executable analysis as a menu/prompt text resource, not map data
- a heavily used level-side table is also now confirmed as a per-type flag/behavior table used by collision/order logic, not a raw map grid
- so the late-level extraction focus stays on
LSET*.WDLpost-audio regions, not on every large runtime table seen in the executable
The validated strict TIM carver currently finds one confirmed embedded TIM block in L0.WDL at:
0xBBA54
That hit lands inside post_audio_region_04, which supports treating the late large region as the current best graphics bank candidate.
The same structure now reproduces on LSET1/L1.WDL too:
- header size:
0x34 - audio blob:
0x3244 - post-audio start:
0x3278 - high-confidence boundaries:
0x6F48,0x334D8,0x602C4,0x732D4 - late graphics candidate region:
0x732D4 .. EOF - current strict TIM hit:
0xB4DC8
So the current working model is no longer based on just one level file: LSET bundles appear to share a stable pattern of:
- fixed
0x34header - SPU/audio blob
- several map/meta candidate regions
- one large late graphics-oriented region
What is still not stable yet:
- the internal semantics of
post_audio_region_01andpost_audio_region_02are still unresolved L0.WDLstarts with rows that look structured when viewed asu16x6, butL1.WDLdoes not preserve the same obvious interpretation at the same region boundary- current safest reading is that these are still raw candidate map/meta payloads, not yet a decoded placement format
Menu / special blobs: SPEC_A.WDL, MENUS/*.WDL
These currently behave like raw image-oriented blobs, not like the structured LSET family.
Validated current extraction model for SPEC_A.WDL:
- whole-file raw blob fallback works cleanly
- strict TIM hits currently validate at:
0x1B5CC0x80ED8
Representative secondary check on MENUS/M13.WDL:
- whole-file raw blob fallback also works cleanly there
- current strict TIM hit validates at:
0x493EC
This keeps menus/special screens as a secondary image-carving problem instead of a map/container problem.
Working Extractor
Current extractor script:
tools/psx_extract_wdl.py
What it does right now:
- recognizes the validated
LSET*.WDLtop-level layout - carves the audio blob and header-directed post-audio regions
- scans the whole file for strict TIM blocks and extracts them
- falls back to raw-blob carving for
SPEC_A.WDL/ menu-like files - emits an exploratory
u16x6CSV view for the first post-audio LSET candidate region so raw row patterns can be inspected without claiming final semantics - scans the large late LSET graphics region for type-5 sprite bundle headers
- decodes row-RLE compressed sprite frames and writes raw frame payloads plus grayscale preview images
- writes carved output under
out/psx_wdl/<stem>/
Current practical usage:
c:/Users/Maddo/.PYENV/PYENV-WIN/versions/3.14.3/python.exe tools/psx_extract_wdl.py "E:/emu/psx/Crusader - No Remorse/LSET1/L0.WDL"
c:/Users/Maddo/.PYENV/PYENV-WIN/versions/3.14.3/python.exe tools/psx_extract_wdl.py "E:/emu/psx/Crusader - No Remorse/SPEC_A.WDL"
This is enough to start extracting:
- raw map-candidate blocks from level bundles
- strict TIM sprite/image blocks from both level and menu/special blobs
- exploratory raw row exports for the first LSET post-audio candidate region
- actual extracted sprite frames from at least some type-5 bundles inside the late LSET graphics region
Current caution:
- the
u16x6export is only a raw inspection aid L0.WDLgives structured-looking rows such as0041,177B,0F7F,0000,0002,0020, butL1.WDLshows very different values at the same relative region- so this export should be treated as evidence-gathering for map decoding, not as a solved object-placement parser yet
Confirmed Sprite Extraction
The extractor now produces actual sprite-frame outputs from at least part of the late LSET graphics bank.
The late-graphics scan is now widened beyond the original first-32-bundle probe. Current L0.WDL extraction finds 159 candidate bundles in post_audio_region_04, and the larger-first overview now clearly includes not just floor/wall tiles but also several object/UI-like assets such as framed panels, cabinets, a portrait, a hand-shaped sprite, a bone, and other small pickup-like art.
Confirmed current example from LSET1/L0.WDL:
- graphics-region-relative bundle offset:
0xE5B8 - whole-file bundle offset:
0x82634 - mode:
2(current best read: 4bpp indexed) - frame count:
3 - first extracted frame dimensions:
40 x 66 - runtime default bundle palette index:
12
Confirmed output files:
- raw frame bytes:
out/psx_wdl/L0/sprite_bundles/bundle_0000E5B8/frame_000.bin - preview image:
out/psx_wdl/L0/sprite_bundles/bundle_0000E5B8/frame_000.png - colored preview image:
out/psx_wdl/L0/sprite_bundles/bundle_0000E5B8/frame_000_color.png - colored sprite atlas:
out/psx_wdl/L0/sprite_bundles/bundle_0000E5B8/atlas_color.png - bundle metadata:
out/psx_wdl/L0/sprite_bundles/bundle_0000E5B8/bundle.json - palette metadata:
out/psx_wdl/L0/sprite_bundles/bundle_0000E5B8/palette.json
Current result:
- this is no longer just a graphics-bank hypothesis
- the workflow can now extract actual sprite/image frame payloads and render preview images from at least some LSET graphics bundles
- the workflow can now also render colored previews and a proper per-bundle RGBA atlas using the bundle default palette index recovered from the PSX executable
- widened grayscale overviews now confirm that the late graphics bank contains recognizable object and UI art, not just texture/noise candidates
Current palette model:
- the executable-backed palette source for
LSET*.WDLis the first0x1000bytes loaded intoDAT_800676d8bylset_level_bundle_load level_palette_upload_clutsuploads that0x1000block as8 x 16raw 16-color CLUTs and then caches the raw CLUT handles inDAT_800a9f48level_palette_expand_5bit_to_16colorseparately builds a second0x1000grayscale-expanded table, butDAT_800a9f48is populated only from the first 8 raw rows- the bundle header field at
+0x14is the default palette-table index used when no override is supplied at draw time - the remaining blocker is not locating the raw CLUT block anymore; it is recovering the per-placement palette override metadata that can replace the bundle default during map/tile rendering
Current color blocker:
- both main texture draw helpers (
FUN_80044bdcandFUN_80044e9c) fall back to the bundle default palette index only when no override is present - the important caller path at
FUN_80041458ORs in a high-byte palette override from object/tile metadata pointed to by object field+0xa0 - that means standalone bundle previews can still be wrong even when the bundle parser and raw CLUT table are both correct
- the extractor now emits wider
u16x12raw CSV views forpost_audio_region_01andpost_audio_region_02because the relevant override state appears to live beyond the first 6 words of those candidate placement records - the current top-ranked portrait bundle (
bundle_00064478, default palette index106) is a useful color-validation anchor because the grayscale frame is obviously correct while all raw-palette candidates remain visibly wrong - another important unresolved issue is the exact on-disk location of the second-stage runtime header after the initial
0x3520front image block. The loader assembly proves the runtime sequence is:0x3520front block ->12-byte header -> palette blob -> audio blob ->4-byte stream count, but the raw file bytes at offset0x3520do not yet reconcile cleanly with those expected sizes. cd_file_readitself does not transform or decompress bytes; it performs sector-based buffered CD reads. So the remaining palette-source problem is now narrowed to file-layout interpretation rather than hidden read-time decoding.
Runtime Dump Grounding: cabinet console bundle
The new RAM/VRAM dump pair was used to ground the known-colored cabinet console bundle against live runtime state instead of continuing static palette guessing.
Verified cabinet anchor:
- bundle:
out/psx_wdl/L0/sprite_bundles/bundle_000A1B04 - mode:
1 - frame
0:56 x 68 - default bundle palette index:
0
Verified live-texture result from binary/Crusader - No Remorse (USA) GPU RAM.bin:
- the frame payload from
bundle_000A1B04/frame_000.binexists in live VRAM as one exact8bpptexture match - exact match location: texel
x=258,y=256 - texture page:
(1,1) - in-page offset:
(2,0) - no flipped exact match was found
This is a strong confirmation that the current mode 1 pixel decode is correct. The remaining problem is CLUT selection, not texture extraction.
Verified CLUT result from the same dump:
- the active CLUT band used by
level_palette_upload_clutsstill sits at rows0xF0..0xF7 - the important successful step was simpler than the later screen-match ranking pass: in
live_vram_clut_atlas.png, the very first candidate at the top-left corner is the correct formula for this visible cabinet family - that top-left candidate is the contiguous
256-entry palette taken directly from live GPU row0xF0atx=0 - in other words, current best read for this
mode 1family is:byte value -> direct index into the 256-word slice [row 0xF0, x 0..255] - equivalently, this behaves like
16adjacent live16-colorCLUTs flattened into one256-entry lookup table for the sprite byte stream - the later numeric ranking pass that preferred handle
64/ row0xF4was misleading for this case and should not be treated as the correct palette formula
Important consequence:
- the dump-grounded success case is not
bundle default row 0fromL0.WDLand not the laterrow 0xF4ranking result - the working palette source is the live VRAM CLUT row
0xF0,x=0, treated as one contiguous256-entry table - this means the current extractor problem for
mode 1bundles is better described asrecover the runtime CLUT-row formularather thanpick one cached CLUT handle index - for the visible wall-console bundle, that runtime formula now has a concrete verified answer even though the higher-level metadata path that selects it is still unresolved
Wider decode result using the corrected formula:
- a focused batch renderer was run over the detected
mode 1bundles inLSET1/L0.WDLpost-audio graphics region04 - using the same live palette source
row 0xF0 / x=0, the pass rendered92mode 1bundles with plausible colored output instead of only the single cabinet proof case - the strongest batch proof is the generated overview:
out/psx_wdl/L0/mode1_live_clut_row_f0_x0/overview_live_row_f0_x0.png
- per-bundle outputs and summary metadata now live under:
out/psx_wdl/L0/mode1_live_clut_row_f0_x0/out/psx_wdl/L0/mode1_live_clut_row_f0_x0/summary.json
- that wider pass now shows many object-like assets decoding plausibly under the same rule: cabinets, panels, tanks, wall fixtures, floor markers, weapons, pickups, and small machinery props
Generated runtime-grounded artifacts:
binary/psx_framebuffer_left.pngbinary/psx_framebuffer_console_crop.pngout/psx_wdl/L0/sprite_bundles/bundle_000A1B04/live_vram_clut_atlas.pngout/psx_wdl/L0/sprite_bundles/bundle_000A1B04/live_vram_clut_top_matches.pngout/psx_wdl/L0/sprite_bundles/bundle_000A1B04/live_vram_clut_best.pngout/psx_wdl/L0/sprite_bundles/bundle_000A1B04/live_vram_clut_rank.txtout/psx_wdl/L0/mode1_live_clut_row_f0_x0/overview_live_row_f0_x0.pngout/psx_wdl/L0/mode1_live_clut_row_f0_x0/summary.json
One important caveat from the dump-grounded pass:
- none of the
8raw256-colorpalette blocks carved fromLSET1/L0.WDLmatched the live CLUT rows byte-for-byte in this dump - that means either the dump was captured from a different loaded level/resource set, or the active runtime palette source for this on-screen console is not the raw
L0.WDLpalette blob currently being tested
Palette follow-up note:
- most extracted PSX sprite data is now structurally correct, but palette selection is still only partially solved
- the current exporter should therefore be treated as
good enough to continue map work, not as a final automatic color pipeline - we need a later pass to recover the runtime palette-selection rule well enough to assign the correct palette automatically for every bundle family instead of relying on the currently verified
mode 1rule plus heuristics
PSX Map Decode Plan
Current objective:
- decode the PSX
LSET*.WDLmap/resource layout well enough to render PSX maps through the existing public map renderer pipeline instead of building a one-off viewer
Current working split:
post_audio_region_01is now the first high-confidence map-placement candidatepost_audio_region_02still looks more like compressed or mixed resource payload than directly renderable placement rowspost_audio_region_04remains the late graphics bank and should be treated as the PSX art source for any eventual renderer integration
Immediate working hypothesis:
post_audio_region_01is a fixed-row authored layout stream- the raw
u16x12view is already showing that each24-byte row behaves like two adjacent6-word records with similar field structure - the strongest early evidence is that neighboring left/right halves carry similar value ranges and repeat the same small control words in the tail fields, which is what we would expect from paired cell/object placements rather than opaque compressed data
Practical renderer goal:
- adapt the PSX decode into the same broad source model the public renderer already uses for PC fixed maps: coordinates, shape/frame identity, and a few raw metadata bytes/words kept for inspection
- do not block on fully naming every field before producing a first renderer-fed PSX map source
Planned work order:
- Lock down
post_audio_region_01row structure across moreLSETfiles and confirm whether24bytes is the true authored row size. - Separate the two half-rows into individual candidate placement records and track stable min/max ranges for each word position.
- Identify which words are likely coordinates by checking for bounded map-like ranges and local spatial continuity between neighboring rows.
- Identify which words are likely tile/object ids by checking whether the same values recur in ways that match repeated wall/floor/object motifs.
- Correlate the placement stream against
post_audio_region_04bundle offsets or bundle-local ids to recover the art linkage. - Determine whether
post_audio_region_02is a secondary map layer, a lookup table for region01, or a different compressed resource class entirely. - Prototype a PSX map-source exporter that emits JSON in a renderer-friendly form even if some fields are still labeled as raw words.
- Add a PSX-specific loader path to the existing map renderer instead of creating a separate PSX viewer.
- Once the first map renders, iterate on field naming, layer semantics, and art binding rather than trying to solve the whole format up front.
Current evidence-backed next step:
- the extractor now needs to keep emitting a paired-record export for
post_audio_region_01so the candidate row model can be checked quickly across multiple maps without reinterpreting the CSV by hand each time
Current renderer-compatibility result:
- a first PSX-compatible static real-art probe scene is now exported for the public map renderer
- exporter script:
tools/psx_export_map_debug_scene.py
- current generated public-report outputs:
k:\ghidra\Crusader_Decomp_Public\map_renderer\site\data\maps\psx-remorse\map-0\scene.json- multiple copied frame atlases such as
k:\ghidra\Crusader_Decomp_Public\map_renderer\site\data\maps\psx-remorse\map-0\bundle_0003917C_frame_000.png k:\ghidra\Crusader_Decomp_Public\map_renderer\site\data\catalog.jsonk:\ghidra\Crusader_Decomp_Public\map_renderer\site\data\catalogs\psx-remorse.csv
- current scene characteristics:
- source: filtered
LSET1/L0.WDLpost_audio_region_01paired-record candidates - rendered items:
1050 - unique bundle-backed shape definitions:
49 - copied atlas/frame PNGs:
62 - bounds:
3896 x 8431 - scene format version:
psx-region01-bundle-probe-v1 - current probe stats:
u0span62..111, fallback frame count187
- source: filtered
Current art-binding hypothesis used by this probe:
- region-01
u0is treated as a provisional direct bundle index into the extractedsprite_bundles/set - region-01
u4is treated as a provisional frame index within that bundle, clamped to the highest available frame when out of range - this is evidence-backed enough to render real PSX art in the existing map renderer, but not strong enough yet to call the binding solved
- the strongest negative check so far is that the region-01
u5values (0x20,0x22,0x30) do not match the bundle default palette indexes, so the palette-selection/control path is still missing
Current invalidation result:
- this direct
u0 -> bundle indexmapping is now considered invalid for real renderer output - the produced scene repeats a small set of obviously wrong assets, including portrait/UI-like art, in places that do not make spatial sense for the map
- executable-side tracing shows that art selection is type-driven through
DAT_800758cc/d0/d4/d8resource tables loaded bylevel_resource_stream_load, not by directly indexing the rawpost_audio_region_04bundle scan
New loader/data evidence from this pass:
post_audio_region_00now has dedicated extractor diagnostics:out/psx_wdl/L0/post_audio_region_00_00007010_u16x6.csvout/psx_wdl/L0/post_audio_region_00_00007010_u16x12.csvout/psx_wdl/L0/post_audio_region_00_00007010_u32x5.csvout/psx_wdl/L0/post_audio_region_00_00007010_stream_probe.json
- the new raw probe confirms that
post_audio_region_00begins with a little-endian count value0x20 - after an initial short header/preamble, the bytes from about
0x3conward look like tightly packed12-byte records in the same broad shape family as the old candidate placement rows:- example bytes at
0x3c:4a 00 03 16 e7 0e 00 00 01 00 20 00 - little-endian words:
0x004A, 0x1603, 0x0EE7, 0x0000, 0x0001, 0x0020
- example bytes at
- that record family is a better next target than the invalidated direct bundle probe because it already exposes a small type-like word (
0x004A) plus coordinate-like words without forcing an arbitrary raw-bundle index
What this first public renderer pass means:
- the existing renderer app can now load a PSX scene bundle from the static report without any PC
FIXED.DATdependency - this is currently a real-art probe of filtered placement candidates, not a final decoded PSX map
- the renderer now displays extracted bundle art from
post_audio_region_04instead of synthetic colored stand-ins - the current output is still useful because it shows that filtered region-01 records can drive recognizable, repeatedly used PSX art through the existing renderer pipeline
- one bad extracted origin (
1x6sprite withxoff=65535) initially blew out the fit bounds; the exporter now sanitizes implausible origins before writing scene metadata
Current app compatibility notes:
- the public renderer app was updated so non-
FIXED.DATmap sources do not advertise a bogus binary export path - for the PSX probe scene,
Download Map Binaryis intentionally disabled whileDownload PNG,Download Map JSON, andDownload Atlas PNGremain available - the static app successfully loads the
PSX LSET1/L0 Region 01 Art Probecatalog entry and currently fits it at about8%zoom instead of the earlier collapsed2%fit
Immediate implications for the next decode pass:
- the public renderer integration path is now proven enough to use as a live debug target for PSX map-format work
- the next priority is to replace the invalidated
u0 -> bundle indexhypothesis with a real type/resource lookup recovered fromlevel_resource_stream_load post_audio_region_00is now a top-tier candidate for that work because its new diagnostics expose a count-prefixed preamble plus compact typed records that look more loader-compatible than the old region-01 art probe- the palette override path is still the main blocker to correct final color selection even when the bundle/frame choice is plausible
- once the bundle key and palette control path are recovered, the same scene-export path can graduate from
real-art probeto actual PSX map rendering
PSX Script / Usecode Equivalent
Current status:
- there is no evidence yet that the PSX build carries the exact same external
USECODE/EUSECODE.FLXstyle asset pipeline used by the DOS version - the current PSX executable-backed work has mostly exposed compiled resource loaders, animation/audio handlers, and image upload/decode paths rather than a separate obvious bytecode container
Current working question:
- the likely PSX equivalent, if one exists, may be either:
- compiled gameplay logic directly inside
SLUS_002.68, or - a separate embedded event/script resource format inside the
LSET/other disc blobs that is not yet isolated
- compiled gameplay logic directly inside
Immediate plan:
- scan the PSX executable and current renamed function set for script/event-dispatch terminology or obvious VM-style control loops
- compare any candidate dispatch path against the DOS usecode model only at the behavioral level, not by assuming the asset format is shared
- keep this as a secondary track while map decoding takes priority
Practical Extraction Paths
Standard media first
The easiest wins are the standard PS1 media formats:
MOVIES/*.STR: treat as PS1 video streamsAUDIO/*.XA: treat as XA audioZZZ.ZZZ: try as a movie stream too, especially againstFMV3.STR
This does not need custom reverse engineering first.
Custom .WDL extraction second
The .WDL files are the main custom-content frontier.
Current executable-backed extraction order:
- run
tools/psx_extract_wdl.pyover representativeLSET*.WDLfiles - treat
post_audio_region_01andpost_audio_region_02as the current best map-data extraction targets - treat
post_audio_region_04as the current best sprite/graphics extraction target - carve any strict TIM blocks first, because those now have executable support via the type
4/ type5image handlers - separately carve
SPEC_A.WDL/MENUS/*.WDLas raw image-oriented blobs
The level files and menu/special files should not be assumed to share one parser until that is proven.
Recommended Ghidra Import Candidates
Primary
E:\emu\psx\Crusader - No Remorse\SLUS_002.68
Reason:
- confirmed by
SYSTEM.CNF - valid
PS-X EXE - main native code image
Secondary, only if useful for subsystem RE
E:\emu\psx\Crusader - No Remorse\FMV.BIN
Reason:
- clearly tied to FMV playback
- contains path and MDEC-related strings
- could be worth importing as a raw binary/data blob if the movie subsystem becomes a target
Not primary code imports
These currently look like content, not executables:
E:\emu\psx\Crusader - No Remorse\ZZZ.ZZZE:\emu\psx\Crusader - No Remorse\SPEC_A.WDLE:\emu\psx\Crusader - No Remorse\LSET1\L0.WDLE:\emu\psx\Crusader - No Remorse\MENUS\M13.WDL
They may still be worth loading as raw binaries later for format RE, but they are not first-choice code imports.
Current Working Model
SLUS_002.68= main PS1 executableFMV.BIN= FMV helper/support blobMOVIES/*.STR= standard movie streamsAUDIO/*.XA= standard XA audioZZZ.ZZZ= likely renamed or duplicated movie stream dataLSET*.WDL= structured level/resource containersMENUS/*.WDLandSPEC_A.WDL= raw-looking screen/menu resource blobs, possibly with some embedded standard PS1 image content
Executable Catalog Findings
This batch focused on the imported SLUS_002.68 executable as a catalog source rather than on the raw WDL bundles alone.
Map inventory and mission-facing structure
Current executable-backed map findings:
wdl_resource_bundle_load_by_indexnow has a direct string-backed proof for the shipped folder layout. The loader copies one of seven hardcoded path prefixes\LSET1\Lthrough\LSET7\Lbased on map-index thresholds10,20,30,40,50, and60, then formats the final.WDLpath.- The extracted disc tree currently ships
62level bundles total:LSET1:L0throughL9LSET2:L10throughL19LSET3:L20throughL29LSET4:L30throughL39LSET5:L40throughL49LSET6:L50throughL58LSET7:L62throughL64
- So the shipped PSX map-bundle range is
L0..L64with a real on-disc gap atL59..L61. - The executable also preserves only
15plain-textMission Briefing ^Mission Nstrings, forMission 1throughMission 15.
Current safest read:
- the PSX disc contains
62shipped map/resource bundles used by theLSETloader - the player-facing campaign/briefing flow exposed by the executable is
15numbered missions - any extra bundle coverage beyond that mission-facing set is currently better treated as lower-level map/resource inventory, not automatically as
15 == all shipped WDLs
Per-bundle shipped inventory from the extracted disc tree:
| Bundle range | Folder | Count | Size range (bytes) |
|---|---|---|---|
L0..L9 |
LSET1 |
10 | 987,932 .. 1,312,624 |
L10..L19 |
LSET2 |
10 | 1,107,380 .. 1,314,992 |
L20..L29 |
LSET3 |
10 | 904,384 .. 1,221,556 |
L30..L39 |
LSET4 |
10 | 1,104,316 .. 1,321,656 |
L40..L49 |
LSET5 |
10 | 1,120,084 .. 1,303,732 |
L50..L58 |
LSET6 |
9 | 1,012,956 .. 1,341,684 |
L62..L64 |
LSET7 |
3 | 965,072 .. 1,150,428 |
Passcodes and password-screen cheat status
Current executable-backed passcode findings:
- The mission-complete passcode display path at
80022cd4and80022f1csynthesizes a4-character code from generated indexes. - Those indexes are mapped through the hardcoded alphabet at
80063ef0:
BCDFGHJKLMNPQRSTVWXZ0123456789
- The resulting
4characters are written into the temporary display buffer at80063f6e..80063f71, null-terminated at80063f72, and shown through the completion message at80063f10:
^Congratulations!^ You have completed your mission.^^The passcode for the next mission is:^
- So PSX mission passcodes are definitely real executable-generated
4-character values, not just external manual text.
Current best password-screen cheat list from public PSX references:
XXXX= hidden picturesL0SRorL0SER= cheat-mode password reported by public sources; the conflicting transcription is almost certainly a0vsOissue and is not yet closed directly from the executable
Important executable-side caveat:
- none of the known public PSX mission passwords checked in this pass (
FWQP,HWQP,LRTN) appear as plain ASCII strings insideSLUS_002.68 - the same is true for the public cheat-password candidates
XXXX,L0SR, andL0SER - current safest read is therefore
password entry and/or validation is numeric or transformed, nota plain embedded string table of passcodes - this pass closed the visible generation/display side, but it did not yet directly close the hidden cheat-password compare path
Weapons and items
The executable does preserve user-facing text tables for equipment.
Recovered ammo names:
INVALID AMMOJL-2 AMMOAR-7 AMMOGL-303 AMMORP-22 AMMOSG-A1 AMMO
Recovered item names:
NULL ITEMINHIBITORCREDITSSCI PLANSBLAST PACDET PACDATA LINKLAND MINESPIDER BOMBMEDICAL KITENERGY CUBEFUSION PACCHEMICAL BATTERYFISSION BATTERYFUSION BATTERYGRAVITON GENERATORIONIC GENERATORPLASMA GENERATOR
Recovered weapon names:
RP-16RP-22RP-32SG-A1AC-88PA-31EM-4PL-1UV-9GL-303AR-7JL-2JL-9
Current safest read:
- these are real executable-backed display-name tables, not guessed carryovers from the DOS build
- the PSX build still uses a recognizable Crusader equipment taxonomy even where some item labels differ from the more familiar DOS-side vocabulary
JL-2 / JL-9 follow-up:
- neither
JL-2norJL-9appears in the known DOSWeapon_GetNameForShapeNotables already extracted in this repo for retail Remorse or Regret; those tables stop at the older DOS weapon families such asBA-40,BA-41,PA-21,EM-4,SG-A1,RP-22,RP-32,AR-7,GL-303,PA-31,PL-1,AC-88,UV-9, and the Regret-only additionsBK-16,LNR-81,XP-5 - that makes
JL-2andJL-9strong PSX-only naming additions rather than inherited PC names JL-2is also the only one of the two with an explicit PSX ammo label (JL-2 AMMO) in the nearby executable text table, while no matchingJL-9 AMMOstring has been recovered- the extracted PSX
pickups_and_weaponssprite category contains repeated weapon-pickup art across a large spread of maps, but this pass still does not have a defensible sprite-to-name mapping for specificJL-2orJL-9pickup appearances
Enemies
This pass did not recover a comparable plain-text enemy-name table from SLUS_002.68.
What is closed:
- the PSX executable has clean user-facing text for mission briefings, passcode UI, ammo, items, and weapons
- the same executable does not expose an equally obvious plain-text enemy catalog in its main printable-string regions
Current safest read:
- enemy identities in the PSX build are probably carried primarily as numeric resource/type ids, spawn tables, or script/resource references rather than as a direct display-name list
- the next enemy-focused pass should start from enemy spawn/type dispatch or resource-stream type tables, not from more blind string hunting
Highest-Value Next Steps
- Run
tools/psx_extract_wdl.pyover moreLSET*.WDLsamples and compare whether the high-offset region pattern stays stable across level sets. - Recover the password-entry validation path directly so the hidden PSX cheat-password compare logic can be proven from code instead of only cross-referenced from public password lists.
- Focus map decoding on
post_audio_region_01andpost_audio_region_02, starting with table structures, coordinate ranges, and repeated record widths. - Focus sprite/graphics decoding on
post_audio_region_04, including more aggressive TIM validation and possible packed-image expansion. - Recover the exact type IDs consumed by
level_resource_stream_loadso the sprite/image resource records can be labeled more precisely. - Compare carved
post_audio_region_04image assets against on-screen level graphics to separate sprite sheets from tiles. - Run the raw-blob fallback across
MENUS/*.WDLto identify which menu files contain usable embedded TIM data and which are likely packed 15-bit images.