101 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.
Function Coverage Census
Current live census for the active Ghidra SLUS_002.68 session:
- Raw function table:
1428total,1070named,358still anonymous (74.93%named) - Local executable code only (
0x800...addresses):1274total,917named,357still anonymous (71.98%named,28.02%anonymous)
Method used:
- queried the live MCP
list_functionsendpoint against the active PSX program - counted
FUN_andnullfn_names as anonymous placeholders - treated the
0x800...address range as the practical coverage metric so imported/system helpers in other spaces do not distort the remaining-work count
Current hottest anonymous local windows by 0x1000 page are:
0x8002exxx:210x80030xxx:210x80049xxx:210x80031xxx:170x80040xxx:140x8002bxxx:140x8003axxx:130x80020xxx:130x80048xxx:130x80046xxx:11
Practical read:
- the PSX database is well past the early blind-mapping stage; roughly seven tenths of the local code already has non-placeholder names
- the remaining anonymous mass clusters in a few rendering, world-update, and resource-heavy windows rather than being evenly spread
0x80040xxxremaining hot is still consistent with the current map-rendering blocker, because that window contains late projection and presentation helpers rather than only loader-side code
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
psx_stream_install_type_runtime_banks. 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
+0xa0pointer is now tighter too: both object constructors store the original authored source-record pointer there, so the override is not coming from a hidden runtime side table. For current solved families the draw helper reads the override straight from the authored record bytes:- type
0x003e..0x00ab: high byte of source word at record+0x06 - type
>= 0x00ac: high byte of source word at record+0x0c
- type
- 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:
- the old Python/site real-art probe remains useful as discarded negative evidence, but it is no longer the active viewer workflow
- the active integration path now lives inside
k:\ghidra\crusader_map_viewer\map_rendererand builds live data into.cachefromSTATIC_PSX - active renderer-local scripts:
src/build-psx-cache.jssrc/lib/psx-cache.js
- build entrypoint:
npm run build-psx-cache
- current generated live-cache outputs:
k:\ghidra\crusader_map_viewer\map_renderer\.cache\psx\catalog.jsonk:\ghidra\crusader_map_viewer\map_renderer\.cache\reference-data\psx-remorse\reference-data.json- per-map scene files under
k:\ghidra\crusader_map_viewer\map_renderer\.cache\scene-cache\psx-remorse\map-*\<fingerprint>\scene.json k:\ghidra\crusader_map_viewer\map_renderer\Catalogs\psx_shape_catalog_remorse.csv
- current processed-cache characteristics from the verified build:
- source:
k:\ghidra\crusader_map_viewer\map_renderer\STATIC_PSX - scene format version:
psx-region01-provisional-art-probe-v2 - processed maps:
23 - shared shape definitions:
313 - shared atlases:
313 - largest currently useful placement-heavy maps:
LSET1/L0(1050items),LSET4/L33(942items),LSET5/L48(851items),LSET6/L51(463items),LSET7/L63(315items)
- source:
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
u4was originally treated as a provisional frame index within that bundle, but that interpretation is now considered wrong; the constructor chain instead points tou4as a state/script selector candidate - 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 bypsx_stream_install_type_runtime_banks, 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 renderer pass means now:
- the live renderer can expose PSX as an optional game only after the processed cache exists; it is no longer tied to ad hoc
siteexports - the current active output is now a provisional real-art probe rather than a placeholder-only type/lane scene
- the processed-cache path is now compatible with the existing shared reference-data pipeline and PC-style catalog grouping, which keeps PSX integration inside the normal viewer architecture instead of forking it
- the old real-art probe is still valuable as negative evidence because it proved that direct raw bundle ordering produces obviously wrong scene content
New renderer-grounded improvement from this pass:
src/lib/psx-cache.jsnow scanspost_audio_region_04directly fromSTATIC_PSX, parses bundle headers in JavaScript, colorizes the extracted frames with the currently available default/heuristic palette path, and writes per-map bundle atlases into.cache/reference-data/psx-remorse- the live cache no longer uses only synthetic placeholder shapes for map
0; the currentLSET1/L0.WDLscene references49real atlases and62real sprite frames under the still-provisional directu0 -> bundle indexhypothesis - extracted bundle origins are now sanitized on import so bad
0xFFFFoffsets do not blow out the scene bounds;LSET1/L0.WDLis back to a sane3896 x 8431footprint instead of the broken67k-pixel-wide intermediate result - PSX shape definitions now use a
1x1x1footprint and the scene items synthesize viewer-compatibleworld.x/world.y/world.zfrom the final screen anchors; this keeps bounding-box and preview overlays aligned with the PSX art probe instead of projecting nonsense from the rawu1/u2/u3words
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 frompsx_stream_install_type_runtime_banks 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 now partially landed in the viewer/exporter too: the cache builder applies the executable-backed authored override byte when the source record exposes the proven
+0x06/+0x0clane, so the remaining blocker is the cases where the runtime first picks a different object/variant/state than the current export model - 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 Provisional Real-Art Probe
The live renderer now prefers a smaller loader-backed record family when it can normalize that family into structured placement rows, while still preserving the older dense region-01 probe as a fallback/debugging strategy.
What changed in this pass:
- the temporary Python probe established the scene structure, but the active implementation is now renderer-local JavaScript rather than a standalone exporter
src/lib/psx-cache.jsnow readsSTATIC_PSX, parsesLSET*.WDL, prefers normalizedpost_audio_region_00count-prefixed records when they pass the existing structured-candidate filter, falls back topost_audio_region_01otherwise, scanspost_audio_region_04for sprite bundles, and emits per-map atlases built from the extracted PSX frame datasrc/build-psx-cache.jswrites the resulting processed data into the live cache tree:k:\ghidra\crusader_map_viewer\map_renderer\.cache\psx\catalog.jsonk:\ghidra\crusader_map_viewer\map_renderer\.cache\reference-data\psx-remorse\reference-data.json- per-map scenes under
k:\ghidra\crusader_map_viewer\map_renderer\.cache\scene-cache\psx-remorse\... k:\ghidra\crusader_map_viewer\map_renderer\Catalogs\psx_shape_catalog_remorse.csv
- the viewer now detects
psx-remorsefrom the processed manifest instead of from a fake PC-style source-file heuristic - scene items now keep the candidate PSX
x/ywords directly inworld, use the executable-backed projection basisscreen_x = y - x,screen_y = 2*z - (x + y)/2with provisionalz = 0, and keep1x1x1shape footprints so overlay boxes remain usable without pretending the old PC-style world export is solved
Current verified processed-cache result:
- scene format version:
psx-runtime-record-probe-v1 - processed maps:
61 - atlas-backed shapes:
1112 - atlases:
1112 LSET1/L0.WDLpreferred source family:post_audio_region_00LSET1/L0.WDLrendered items from the preferred family:59LSET1/L0.WDLstill has1050dense fallbackpost_audio_region_01records preserved in scene metadata for comparisonLSET1/L0.WDLresolved real-art atlases for the preferred family:18LSET1/L0.WDLresolved sprite frames for the preferred family:26LSET1/L0.WDLuniqueu0types in the preferred family:18- lane split:
0x0020:260x0022:210x0030:12
LSET1/L0.WDLcurrent scene bounds after the runtime-record pass:1313 x 438LSET1/L0.WDLcurrently resolves all59preferred-family records to real extracted bundles with0placeholder fallbacks, but still clamps15frame requests down to the highest available extracted frame index- one visible viewer mismatch is now separated from the remaining map-format problem: PSX sprites already draw from authored
item.screen, but the old highlight/bounding overlay path was still recomputing DOS-style wireframes from provisionalitem.world;scene-presentation.jsnow falls back to authored screen rectangles for PSX items instead of drawing those incorrect projected boxes
Why this matters:
- this is the first live viewer path that prefers a loader-compatible, count-prefixed record family instead of treating the huge dense region-01 stream as the only scene source
- it keeps the strongest current working assumption narrower and more explicit:
- normalized
post_audio_region_00rows are now the preferred placement family when they satisfy the same structural checks as the older region-01 records post_audio_region_01remains a dense fallback evidence source instead of being silently discarded- the art lookup is still unresolved and must be recovered from the real runtime resource tables rather than inferred from raw bundle ordering
- normalized
- it also moves the viewer one step closer to the executable model by applying the recovered PSX projection basis directly in the cache builder instead of plotting raw
u1/u2values on a pseudo-screen plane
Immediate next consequence:
- the next map-format batch should treat the processed
.cacheruntime-record probe as the baseline renderer target and focus on proving exactly how the normalizedpost_audio_region_00words line up with the constructor-fedx/y/zfields - the old dense region-01 path should stay available as evidence, but it should no longer be the default scene family unless the loader-backed family fails to normalize on a given map
- that means the remaining visual corruption should now be treated primarily as a placement/schema problem again, not as a box-overlay problem; the next pass needs to recover the authoritative height lane and the exact constructor-fed field mapping instead of spending more time on DOS-style overlay math
PSX Map-System Correction
The current live viewer export was built on the wrong premise. The ~45..59 records currently exported per PSX map are not enough to represent a whole Crusader level, and executable tracing now shows why.
What the loader actually does:
wdl_resource_bundle_load_by_indexreads the selectedLSET*.WDLinto multiple section pointers, not one flat placement stream.- the per-level file header is now structurally tighter too: after the initial
0x38read, the loader treats the first nine dwords as contiguous section sizes, allocates a separate0x50runtime-header block atDAT_80067794, and later reads one more independently allocated compressed source blob before the optionalFUN_8003b00c(..., 0x3e00, 0x3e00)inflate. - The first runtime section is a top-level table at
DAT_800678f4whose record stride is0x18bytes. - The second runtime section at
DAT_80067720is also0x18-stride, but it is not just a duplicate alias of the first pointer. The loader assigns the contiguous level sections in this order:DAT_800678f4 = section[0]root dispatch tableDAT_80067720 = section[1]secondary0x18-stride control/placement tableDAT_800678f0 = section[2]DAT_80067938 = section[3]DAT_80067838 = section[5]DAT_800675f8 = section[6]DAT_8006754c = section[7]DAT_80067840 = section[8]DAT_800676d8 = section[9]palette block loaded just beforelevel_palette_header_apply
- The skipped header slot is not dead space. The loader allocates it separately as
DAT_8006767c, then feeds it toFUN_80040768; that lane stays distinct from the contiguous section pack and from the laterDAT_8006b5d8 -> DAT_8006769cdecompression path. - The loader iterates that first section with:
for each 0x18-byte top-level recordtype = record[+0x08]dispatch through PTR_PTR_80063118[type]
- Those dispatch handlers do not behave like a terrain-tile walker. They construct one runtime object or a tiny object cluster at a time through
FUN_800249f4,FUN_80024eec,FUN_8003c314,FUN_8003c714, andFUN_8003cc08. - The current
0x0042result now fits that same generic-object model more tightly than before:psx_type_descriptor_table[0x0042]at0x80063220points to the shared row0x800626f8, so both constructor-placement and root-dispatch0x0042still enter the same generic create/update/release family rather than a unique descriptor fork. - The selector side is tighter too: type
0x0042now has a dedicated transition helper,psx_type42_transition_selector_tick, that can dispatch low turning selectors3/4before the+0x94-style runtime latch copy. So unresolved0x0042presentation is no longer best framed as only a missing descriptor-table or raw-selector decode problem; part of the remaining gap is that the live turn/reseat path can be ahead of the currently latched script word.
Why the current export is incoherent:
- the current
region00-first exporter is effectively treating that small top-level descriptor family as if it were the whole level - those records are only the root nodes of the level bundle's object/resource system
- they are too few because the bulk level content lives elsewhere in the loaded bundle state
New executable-backed evidence for the missing bulk content:
psx_stream_install_type_runtime_banksandFUN_8003917cpopulate the typed runtime resource tables rooted atDAT_800758cc/d0/d4/d8DAT_80067720is a small top-level0x18record list used by object/event-style helpers such asFUN_80031044andFUN_8002b1a8; it is not a whole-map terrain stream- during bundle load,
FUN_8003b00c(DAT_8006769c, &DAT_8006b5d8, 0x3e00, 0x3e00)inflates a separate compressed blob into a dedicated level buffer - that decompressed buffer is carried through save/load helpers (
FUN_8003a0f4,FUN_80049890) independently of the tiny top-level descriptor list, which is exactly what a real map substrate would do - the two
DAT_80067720helpers are now clearer about role too:FUN_80031044scans the0x18-stride rows for0xAAAA-tagged entries and low-6-bit selector matches, then caches a pointer to the matched row payloadFUN_8002b1a8mutates matching rows by type/id and flag bits in place- both behaviors fit a small event/marker/control list and do not look like whole-map geometry submission
- the decompressed lane is more clearly persistent substrate/state than before:
FUN_8003a0f4handsDAT_8006769cplusDAT_80067528to the save helper pathFUN_80049890repacks theDAT_8006b5d8/0x3e00state lane into the0x4000memory-card save block- this strengthens the read that
DAT_8006769cis the saved/restored map-state substrate whileDAT_80067720stays the tiny top-level control list
Current safest read:
- the
~59exported records are top-level WDL nodes, not the entire PSX map - the real PSX level is split across:
- a small top-level descriptor stream
- typed subordinate resource tables
- at least one separate decompressed level-state blob
- the viewer looks nonsensical because it is rendering only one small layer of that system and mistaking it for the full map
Immediate consequence for the exporter:
- stop treating
post_audio_region_00as the default whole-map scene source - keep
post_audio_region_00andpost_audio_region_01as evidence sources, but pivot the next decode pass toward the multi-section WDL model recovered from the executable - the next map-export target must include the decompressed bundle state and/or the subordinate placement/tile resources behind the top-level
0x18records, not just the root records themselves
Exporter status after the next renderer pass:
- the earlier five-region post-audio carve was still wrong for visible-map recovery. The corrected loader-sized section probe shows that the first post-audio section already contains both the count-prefixed top-level descriptor rows and the dense 24-byte bulk placement rows that the flat maps were missing.
map_renderer/src/lib/psx-cache.jsnow recovers visible families from loader-sizedpost_audio_section_00instead of treating the old guessedpost_audio_region_01carve as the default bulk source.- the exported scene metadata now records those visible families under executable-backed names instead of the old provisional labels:
section0_dispatch_rootsfor the top-level dispatch/root recordssection0_constructor_placementsfor the dense constructor-fed placement records
- a verified full rebuild now exports all
62PSX maps with large scene volumes and non-flatzstats.LSET1/L0.WDLnow emits1189items,LSET1/L1.WDLjumps from53items to754, and the rebuilt catalog reports62/62maps withsection0_dispatch_roots + section0_constructor_placementscoverage anduniqueZCount > 1. - the renderer-side reference payload no longer emits one atlas per resolved PSX shape. The new packed-atlas pass reduces the shared PSX reference cache from the old
4032one-shape atlases to1925shared packed atlases across the same4032shape definitions, and a spot-check onLSET1/L0.WDLnow exports the map scene itself withatlasCount = 1instead of a long per-bundle atlas list. - the cache export now carries more than the parsed
DAT_800758d8candidate section. In the currentpsx-runtime-record-probe-v6scene path,map_renderer/src/lib/psx-cache.jsserializesDAT_800758cc,DAT_800758d0,DAT_800758d4, and the offlineFUN_8003b00cdecode candidate forDAT_8006b5d8 -> DAT_8006769cintostateLayers, and the scene writer preserves those layers in both scene metadata andmapSource. - the new typed-section-16 discovery path is also broader than the earlier section-start probe: when no parsed-section candidate wins, the cache builder now falls back to an absolute-file scan, which is why the late compound-bank blobs can now land in the export even when their serialized source does not start exactly at a pre-labeled section boundary.
- the file-side header block now separates more cleanly too:
FUN_80039c40allocates a0x50level runtime-header block atDAT_80067794, andpsx_apply_level_runtime_header_blockcopies that block into globals such asDAT_80078ab0,DAT_80078a88,DAT_80078a8c,DAT_80078a4c, andDAT_80067354before callingFUN_80042ec4. So the first visible/root sections are not the only authoritative level metadata; the loader also applies a dedicated0x50per-level runtime header after the optional0x3e00decode succeeds. - this still does not mean the PSX map decode is fully solved: the viewer now has enough volume to represent whole-level candidates across the disc, but the remaining blocker is semantic decoding of the subordinate runtime banks and the separate decompressed
0x3e00buffer, not record-count starvation. - the type-to-art path is only partially improved. The cache builder now scans the parsed per-type art-template payloads for bundle references, and the renderer no longer treats the disproven scan-order
u0 -> bundlemapping as trustworthy visible art. Unverified types now stay on placeholder art instead of surfacing known-bad portrait/talk bundles as map geometry. - the scan-order fallback is now known to be wrong at the root, not merely incomplete. In the live
.cacheoutput,section0_dispatch_rootstypes0x0042and0x0049repeatedly bind to portrait/talk-animation bundles such as map0type0042-> offset0x000B2970and map0type0049-> offset0x000D84F4, with the same failure pattern continuing through early maps. Those portrait bundles are useful negative evidence: they show the top-level dispatch rows are generic object/state descriptors, not a direct map-graphics stream that can be paired to bundle order.
Next decoded runtime layers from the constructor pass:
DAT_800758d8is the per-type active-art-header bank, not the missing whole-map substrate.wdl_resource_bundle_load_by_indexfeeds it from two distinct late art-facing sections per WDL pass: an earlier build/install lane and a later8-byte header-only override lane. The later override is what leaves raw0x58-byte active headers inDAT_800758d8, and both constructors consume that final state before deciding whether to reuseDAT_800758c8or callFUN_80044434.DAT_800758d0is a per-type companion/component bank for the simpler constructor family.FUN_800249f4copies the resolved pointer from that bank into the local object payload atobj->8->[0,4], so this looks like a per-type component/template block rather than a top-level placement stream.DAT_800758ccis a per-type offset-table bank for the compound constructor family.FUN_80024eecstores it atobj+0x88, andFUN_800260e8later indexes it with the placement byte atrecord+0x08to resolve a state/offset subrecord intoobj+0x8c/0x90.DAT_800758d4is another per-type companion bank for the compound constructor family.FUN_80024eecstores it atobj+0x84, andFUN_8002841cqueries it later using the object's+0x94selector, so it behaves like a variant table or companion lookup rather than raw map geometry.- The raw-file provenance for those banks is tighter now too. Inside
wdl_resource_bundle_load_by_index,psx_load_type_state_banksis called four times total: twice before the selectedLSET*.WDLopens and twice again after the level-local section pack and palette/header lanes are loaded. The standalone8-byte descriptor-table read that assignsDAT_800758d8sits between the second pair ofpsx_load_type_state_bankscalls. Current best read:- one common/shared bank pair loads before the map-local WDL opens
- one map-local override pair loads after the level-local header and palette lanes
DAT_800758d8definitely comes from its own late descriptor streamDAT_800758d0plusDAT_800758cc/d4are loaded through the adjacentpsx_load_type_state_banksblobs rather than from the root section tables or the decompressed0x3e00state buffer
- The key functions in that chain are now renamed in the live PSX Ghidra database:
FUN_800249f4->psx_object_create_simple_recordFUN_80024eec->psx_object_create_compound_recordFUN_80025ce8->psx_reset_type_runtime_banks_fromFUN_80025d68->psx_object_advance_state_scriptFUN_800260e8->psx_object_select_state_scriptFUN_8002841c->psx_object_lookup_variant_entryFUN_8003917c->psx_load_type_state_banksFUN_80044434->psx_create_image_resource_from_descriptorFUN_80045ffc->psx_cache_type_art_descriptor
- the constructor/runtime chain is now clearer too:
psx_reset_type_runtime_banks_fromis a bank reset helper used during init/recycle paths; it clearsDAT_800758c4/c8/cc/d0/d4/d8from the requested type index upward and is not the state interpreter itself.psx_object_create_simple_recordandpsx_object_create_compound_recordare two placement constructors for different section-0 row layouts, but both index the same per-type runtime banks by type id before any final render-facing selection is made.psx_create_image_resource_from_descriptorturns theDAT_800758d8per-type descriptor into a renderable resource/header object; this is whyDAT_800758d8should be read as an art/template descriptor bank, not as a whole-map tile layer.psx_object_select_state_scriptselects a state or animation subrecord fromDAT_800758ccusing a placement byte (record+0x08in the compound family), storing the resolved script/state pointer atobj+0x8c/0x90and the selector atobj+0x9e.psx_object_advance_state_scriptthen interprets the active state script with sentinel/control values such as0xffff,0xfffe,0xfffd,0xfffc, and0xfffb, so the visible frame path is explicitly state-driven rather than just "type id -> one bundle".psx_object_lookup_variant_entryis not only a constructor-time helper. Its call graph now shows three direct consumers:psx_object_create_simple_record,psx_object_create_compound_record, andpsx_object_advance_state_script. That means unresolved families cannot be modeled as one spawn-timetype -> variantchoice; the visible companion bytes can be recomputed after state-script control flow advances.- The current renderer-side consequence is important: section-0 word
u4is no longer treated as a verified sprite-frame index. It is now carried forward as a state-selector candidate in exported scene metadata until theDAT_800758cc/d4path is decoded far enough to pick the right animation frame from executable evidence. - Current strongest sentinel read:
0xfffedispatchespsx_script_dispatch_audio_event, which is an audio/effect helper rather than a visible-frame selector.0xfffdis an in-script jump/re-anchor control that rewritesobj+0x90relative to the current script base.0xfffcresolves a fresh subsidiary script base from the table rooted atobj+0x88, then immediately swaps bothobj+0x8candobj+0x90to that destination before continuing from the first record there.0xfffbalso resolves a subsidiary script from the same table, but first walks the current script forward until it finds an in-band0xfffdmarker and then uses that marker's selector word to choose the destination entry.
- Current best read of those sentinels:
0xffffmarks a terminal or restart control that re-anchors the script atobj+0x8cand raises object-state flags.0xfffedispatches a side-effect helper (psx_script_dispatch_audio_event) using the following word as a parameter before advancing.0xfffdis the direct indexed jump control within the current script family.0xfffcand0xfffbare both subsidiary-script switches through theDAT_800758ccoffset table rooted atobj+0x88, but0xfffbis specifically the scan-forward variant that consumes the next in-band0xfffdselector.- because
psx_object_advance_state_scriptcallspsx_object_lookup_variant_entryafter those control-flow steps, the visible art choice for unresolved types may depend on post-jump script state rather than on the placement selector byte alone.
psx_object_lookup_variant_entryfinally usesobj+0x94to look up a companion entry inDAT_800758d4, which means even after construction the art-facing choice is still mediated by per-type variant/state tables.
- This means the next PSX layers are now at least structurally separated:
- visible root descriptors (
section0_dispatch_roots, legacy aliasregion00) - visible bulk placement candidates (
section0_constructor_placements, legacy aliasregion01) - per-type art/template descriptors (
DAT_800758d8) - per-type simple-object component blocks (
DAT_800758d0) - per-type compound state-offset tables (
DAT_800758cc) - per-type compound variant tables (
DAT_800758d4) - the still-separate decompressed
0x3e00level-state buffer (DAT_8006769c)
- visible root descriptors (
- The current renderer pass now records those banks explicitly as exported scene/state layers, while still only rendering the first two as visible scene items.
- The live viewer now keeps those heavyweight bank dumps out of the hot interactive scene state after load:
stateLayersanddecodedRuntimeLayersare preserved for exported scene JSON, but the runtime pan/zoom/editor path uses a trimmed scene object so normal navigation does not keep dragging the full PSX research blobs through the controller. - The renderer-side state parser is also stronger than the earlier flat selector map.
buildTypeStateFrameMapsnow reads the exportedDAT_800758cclayer and follows the currently verified control-flow sentinels (0xfffe,0xfffd,0xfffc,0xfffb) instead of just taking the first word of each selector entry. That does not fully close type0x0042or0x0049, but it does mean the viewer can now distinguish more fallback states from real script structure rather than from a blindselector -> first frameheuristic. - The live cache now tightens the selector provenance too. In exported PSX scene items, the
state_selector=...label is written directly from raw wordu4, while the trailinglane=...label is raw wordu5; this is not a post-hoc heuristic. A full scan of the builtpsx-remorsescene cache found3944visibletype=0x0042placeholders across61maps, and the observed selectors tracku4exactly (0 -> 0x0000,1 -> 0x0001,2 -> 0x0002,3 -> 0x0003,4 -> 0x0004). - The executable-side handoff is narrower than that label might suggest.
psx_object_select_state_scriptstores the authored selector byte inobj+0x9eand uses it only to choose the initialDAT_800758ccscript base atobj+0x8c/0x90;psx_object_lookup_variant_entrydoes not indexDAT_800758d4byobj+0x9e. It indexes byobj+0x94, whichpsx_object_advance_state_scriptrefreshes from the current script entry after control-flow handling. - Immediate map-viewer consequence: the current fallback art probe should be treated only as a diagnostic overlay for candidate bundle families. A workable renderer will need to recover the per-type
DAT_800758d8descriptor mapping and the downstreamDAT_800758cc/d4state+variant selection path before it can decide whether a section-0 placement should show world geometry, an animated object, or something non-map-facing like a portrait/talk asset. - Current status note: even with the recovered placement/projection path and the first subset of real bundle-backed types, the live PSX map output is still unreadable as a practical map because most section-0 placements still miss the executable's final state/variant-driven art binding and therefore collapse back to placeholders.
- The next loader-side correction is now verified in the live cache too: the effective late
LSET*.WDLDAT_800758d8candidate is not the earlier small-section heuristic, but a large late section whose working descriptor stream begins at an embedded+0x38offset. On retail map9that correction alone liftsbundleMappedItemCountfrom0to111, which is enough to restore real bundle-backed art for a first subset of types without reintroducing the disproven scan-order fallback. The still-unresolved root-dispatch families remain instructive rather than contradictory.0x0042and0x0049still stay on placeholders after the bank-selection fix, but the same pass now decodes theirDAT_800758ccstate rows more cleanly: type0x0042carries three selector-targeted scripts (0,1,2) that all terminate through0xffff, while type0x0049carries a single selector-0script. The built scene cache shows that this is still not the whole art-facing discriminator:type=0x0042placeholders now appear with selectors0..4, and the higher selectors3and4are real exported cases rather than parser noise. Verified maps with0x0042selectors above2includemap-4,map-5,map-8,map-45,map-69, andmap-85. Two runtime reselection paths now explain how those higher selectors can arise without contradicting the earlier three-script file read.psx_object_reselect_state_from_target_vectorandpsx_type4_reselect_motion_stateboth recompute the active script withpsx_object_select_state_script(obj, psx_object_quantize_motion_heading16(obj) >> 2 & 0xf), wherepsx_object_quantize_motion_heading16quantizes the object's current motion vector atobj+0x60/+0x64throughpsx_quantize_vector_heading16into a 16-way heading bucket. So cache-visible0x0042selectors3and4can come from runtime heading/state reselection, not only from the original placement byte. That cache sweep also separates selector from lane more clearly than before.0x0042appears heavily on lanes0x0020and0x0022, and there are also map-locallane=0x0030cases (for example large clusters onmap-108) that still exportstate_selector=0. So the unresolved bridge is narrower now: the visible-art rule cannot be modeled as justu5or just the initialDAT_800758ccselector parse. The remaining unknown is the downstream interaction betweenu4/obj+0x9e, the active state-script pointer atobj+0x8c/0x90, and theDAT_800758d4companion lookup that reruns after state-script advancement. A first renderer-safe bridge landed even with that exporter gap still open: the verified0x0050state-script mapping (selector 0..3 -> frame 0..3) is now applied as a narrow fallback in the cache builder, and the rebuilt live map-9 scene now showstype=80 state_selector=1 chosen_frame=1instead of the old forcedchosen_frame=0. Unresolved fallback placeholders are also now clamped toopacity=0.45in live scene output so the still-missing families stop visually overpowering the recovered real art. This remains intentionally scoped: the fallback frame map only covers the one family with direct executable-backed frame evidence, and the opacity clamp is diagnostic relief rather than a decoding claim. The current draw split is clearer too.FUN_80041378is a three-stage render pass:- stage 2: a second special-visible list drawn by
FUN_80041144 - stage 3: HUD/overlay/icon primitives from
FUN_800416cc
- stage 2: a second special-visible list drawn by
- That split matters for the map-viewer target: stages 1 and 2 remain relevant to missing world-facing content, while stage 3 is mostly front-end or overlay material and should not be mistaken for the missing half of the map.
- Stage 2 is now materially better understood and is no longer just a read-side observation:
FUN_80040f78is the queue-builder for that pass. It projects an object with the same fixed-point world-to-screen math asFUN_80040d44, writes the final screen rectangle to+0x20..+0x2e, then appends the object toDAT_80078b70and incrementsDAT_80067472.FUN_80041144consumes that queue directly, iteratingDAT_80078b70[0 .. DAT_80067472)and submitting sprite primitives through the same texture draw helpers as the main object pass.FUN_80044fecresets the queue each frame by clearingDAT_80067472after the top-level draw pass.- So the stage-2 list is not UI/HUD noise and not a duplicate of the main clipped visible list. It is a distinct world-facing queued-object lane, which is now a concrete candidate explanation for part of the still-missing map content in the viewer.
- The immediate caller-side consequence matters too:
FUN_80040d44remains the main clipped visible-list toggle, calling the stage-1 add/remove helpers when an object enters or leaves the screen.- The recovered post-state-advance updater family now splits into five visible call sites:
0x80012b44,0x80013524,0x80013564,0x80013650, and0x80013778all callpsx_object_advance_state_script. - Three of those sites then feed the main stage-1 projector path through
FUN_80040d44(0x80012b60,0x8001357c,0x800136d4), while two feed the stage-2 queue-builder path throughFUN_80040f78(0x8001352c,0x80013780). - That exact
3versus2split matters because it tightens the earlier claim: stage-2 membership is tied to a narrower runtime object/state branch after state advance, not to the decompressed substrate buffer alone and not to all state-advanced objects indiscriminately.
- One state-script sentinel is now functionally closed too:
0xfffedispatchespsx_script_dispatch_audio_event, which is an audio/effect helper rather than a visible-frame selector. That shrinks the unknown sentinel set for the remainingDAT_800758ccscript work. - The main visible-list helpers are now also separated cleanly enough to stop treating them as a blocker:
FUN_8002d240adds an object to the stage-1DAT_8006ad5cvisible-list array.FUN_8002d35cremoves an object from that same array.FUN_8002d59creturns the sorted slice thatFUN_80041378iterates for the stage-1 world-object pass.FUN_8002d6f8andFUN_8002d778act as refresh/rebucket/sort helpers over that main list.
- This is an important scope reduction for renderer work: the remaining missing world content is now less likely to be caused by misunderstanding the main stage-1 visibility array itself, and more likely to live in the separate stage-2 queued-object pass plus the still-unresolved
DAT_800758cc/d4state-to-art path.
Recovered next visible layer from the bulk placement family:
- The structured
section0_constructor_placementsrows are no longer height-agnostic. TheFUN_80024eecconstructor reads its authored elevation from byte+0x06of the input record, which corresponds to the low byte of the current exportedu3word for the accepted bulk-placement records. - That byte is not just random payload on the accepted rows. Under the corrected section-0 scan, the same ladder generalizes across the whole rebuilt catalog instead of only the earlier
L0subset.LSET1/L0.WDLstill collapses to11distinct height values (0, 2, 4, 10, 12, 14, 18, 20, 22, 24, 26), andLSET1/L1.WDLnow exposes9distinct levels with azrange of0..32. - The PSX cache builder now uses that recovered
zbyte forsection0_constructor_placementsprojection instead of forcing the whole bulk layer ontoz = 0, while the top-levelsection0_dispatch_rootsdescriptor stream stays atz = 0until its own constructor-backed height source is proven. - This is now the first PSX export pass in the viewer pipeline that produces visibly multi-layer whole-map candidates across the rebuilt retail catalog from executable-backed height data rather than from a single flattened candidate layer.
Additional constructor-backed coordinate grounding from the current pass:
- the current constructor split is now precise enough to state both authored row layouts at once:
psx_object_create_compound_recordreadstypefromrecord+0x00,x/yfromu16words at+0x02/+0x04, authored elevation from byte+0x06, flags from+0x0a, and the initial state selector from byte+0x08.psx_object_create_simple_recordreadstypefromrecord+0x04,x/yfromu16words at+0x08/+0x0a, authored elevation from byte+0x0c, and the initial state selector from byte+0x0e.
- both constructors write the original authored source-record pointer to object field
+0xa0, which keeps the later palette-override and state-selection paths tied to raw placement bytes rather than to a hidden runtime copy. - both constructors also resolve the same per-type banks before any render pass runs:
DAT_800758d8-> art/template descriptorDAT_800758cc-> state-script offset tableDAT_800758d4-> companion variant lookupDAT_800758d0-> simple-record-only component payload
- this strengthens the viewer/exporter rule again: the two visible section-0 row families are constructor inputs, not already-final render primitives. Any direct
type -> bundle/frameexport path still has to respect the later state-script and variant lookups.
Recovered per-level runtime-header lane:
FUN_80039c40is now confirmed as a pure0x50allocator forDAT_80067794, andpsx_apply_level_runtime_header_blockis the matching applier for that block.psx_apply_level_runtime_header_blockcopies fixed fields fromDAT_80067794into the active level globals, including camera/runtime anchor values and several per-level mode bytes, then callsFUN_80042ec4to refresh dependent runtime state.- The downstream call graph narrows that lane further:
psx_apply_level_runtime_header_blockis the only loader-side caller that feeds those values from WDL data, whileFUN_80042ec4is also reused bypsx_input_device_init,memory_card_menu_tick, and one additional front-end/system path. Current safest read:DAT_80067794is shared per-level runtime mode or presentation state rather than hidden bulk map geometry. - Practical exporter consequence: keep the
DAT_80067794fields as a first-class raw metadata lane, but do not treat them as a missing placement stream. They are more likely to affect camera/runtime modes, screen-space behavior, or level-global toggles than to supply extra map cells directly. - The higher-level level lifecycle is now readable too.
psx_level_session_loopis the outer level-session loop: it loads the selected WDL throughwdl_resource_bundle_load_by_index, applies shared overlay/resource setup throughFUN_800388a8, resets a small per-level step-flag block withFUN_8003a498, and then runspsx_world_frame_tickas the per-frame world loop until the current level session exits. wdl_resource_bundle_load_by_indexis now mapped tightly enough for viewer work. Its effective order is: loadSPEC_A.WDLand shared type art/state banks; open the selectedLSET*.WDL; read the0x38section-size header; lay out the contiguous per-level section pack atDAT_800678f4,DAT_80067720,DAT_800678f0,DAT_80067938,DAT_80067838,DAT_800675f8,DAT_8006754c,DAT_80067840, andDAT_800676d8; load the detachedDAT_8006767cblob; optionally inflateDAT_8006b5d8intoDAT_8006769c; apply the runtime header atDAT_80067794; then dispatch the0x18-stride root records atDAT_800678f4through the per-type function table inPTR_PTR_80063118.- The per-frame world loop in
psx_world_frame_tickis now split clearly enough for renderer planning. In the normal in-level branch it ticks existing live objects throughpsx_run_live_object_type_updates, instantiates or refreshes nearby authored records throughpsx_dispatch_section0_dispatch_rootsandpsx_dispatch_section0_constructor_placements, runs per-object behavior callbacks throughpsx_run_live_object_behavior_callbacks, integrates world/player motion and active-object state throughpsx_update_motion_and_nearby_interactions, updates queued transient resources through the still-structuralFUN_8002aed0queue-drain helper, and only then submits the draw pass throughFUN_80041378. - The two authored record-family passes now line up directly with the viewer exporter model:
psx_dispatch_section0_dispatch_rootswalks theDAT_800677200x18-stride family plus the fixed-size entries atDAT_80067658, culls them to roughly a+/-0x140neighborhood around the current focus object, and dispatches their per-type handlers. This is the closest executable match for the currentsection0_dispatch_rootsviewer family.psx_dispatch_section0_constructor_placementswalks theDAT_800678f00x0c-stride family with the same neighborhood cull and per-type dispatch. This is the closest executable match for the currentsection0_constructor_placementsviewer family.
- The already-instantiated-object passes are separated too:
psx_run_live_object_type_updatesiterates the linked live object list atDAT_800675acand calls the per-type update callback (type_vtable+8) for active in-world objects.psx_run_live_object_behavior_callbacksthen runs each live object's callback stored atobj+0x98/obj[0x26], which is the later object-specific behavior/update pass.
- One adjacent control family in the same world/update lane is now tighter too:
psx_object_run_control_opcode(0x80023c54) executes one opcode from the object-local control stream at owner+0x20.psx_control_move_player_to_point(0x80023efc) is control opcode case1for the player path: it lazily seeds a target point from the opcode payload, steers toward it through the heading solver, and completes once the player reaches that point.psx_control_move_object_to_point(0x80024070) is the non-player version of the same case1path, using the object movement-state helper to keep facing and locomotion aligned while the object advances toward the opcode target.psx_queue_deferred_control_command(0x800241f4) appends deferred control-command entries into the small queue rooted atDAT_8008f608/DAT_8008ef90with countDAT_80067730.psx_control_wait_ticks(0x80024290) is control opcode case3: a one-shot timed wait gate that snapshotsDAT_80078a28on first entry and completes only after the opcode's tick count has elapsed.psx_control_configure_fixed_camera_anchor(0x800242f0) is the shared control opcode case4/5helper: one branch projects an opcode-provided point into the shared camera basis and seeds a fixed anchor throughDAT_80078a2c, while the other branch clears that anchor and restores normal camera-follow behavior.psx_spawn_object_compound_effect_variant3(0x800184e8) is the direct effect spawner used by control opcode case8: it builds a type-2compound record at the current object position, forces variant3, and triggers audio event0x2c.psx_flush_deferred_control_queue(0x8002aed0) drains that queue once per world tick, applying each entry throughpsx_apply_deferred_control_command.psx_apply_deferred_control_commandfans one deferred entry out into bothpsx_apply_deferred_control_to_dispatch_rootsandpsx_apply_deferred_control_to_live_objects, which is the clearest current evidence that this queue is a small deferred world/control mutation lane rather than a render queue.psx_control_set_facing_direction(0x80024438) is control opcode case9: it forces an explicit facing token and immediately refreshes the player or object movement-state around that heading.- The remaining neighboring helper at
0x800243b8is still intentionally unnamed for now; it looks like a short delay gate aroundpsx_spawn_object_compound_effect_variant3, but it still needs stronger subsystem evidence before it should get a behavioral name.
psx_update_motion_and_nearby_interactionsis the broad world-motion and nearby-interaction integrator that sits between behavior updates and draw submission. For viewer purposes, this is the runtime bridge between authored map placement and the motion/state values that later feed heading-based state reselection and projection.- The cull-to-draw bridge is now closed too.
psx_authored_record_in_view_boundsis the authored-record screen-space gate used by the two section-0 dispatch passes, whilepsx_world_point_in_view_boundsis the corresponding gate for already-instantiated live objects. Both use the same isometric camera basis aroundDAT_800678d4, which means the viewer can treat the record-family export as feeding the same projection space as the later live object list instead of as a separate map coordinate model. - The main world-object draw helper is now grounded more tightly as well.
FUN_80041458builds the final sprite primitive from the authored screen rectangle atobj+0x20..+0x2e, then ORs in a palette override read from the original source-record pointer atobj+0xa0: for types0x003e..0x00abit uses the high byte of source word+0x06, and for types>= 0x00acit uses the high byte of source word+0x0c. That means the remaining viewer mismatch is not where the override comes from, but when the runtime chooses a different object/variant/state before draw. - The stage split is tighter too.
psx_project_object_special_visible_queue(0x80040f78) feeds a distinct world-facing stage-2 queue, andFUN_80041144consumes that queue with the same projected screen rectangle fields and the same resource-specific draw helpers used by the stage-1 visible list. So the unreadable output is not explained by one missing HUD lane; the dominant gap is still the unresolved final art-binding path, with the stage-2 queue as a secondary world-object lane the viewer must eventually model. - The next high-value executable target is now partly closed.
psx_type4_reselect_motion_state(0x8002906c) is now named, and the surrounding interaction cluster is finally concrete enough to describe instead of leaving it as a black box:psx_type4_update_delayed_interaction(0x80029c20) is the type-4-only delayed wrapper. It probes ahead, stores the hit object at the controller-local+0x38slot, seeds a countdown from distance and speed, and dispatches topsx_type4_reselect_motion_statewhen that delay matures.psx_type4_reselect_motion_state(0x8002906c) is the post-construction reselection path for those delayed type-4 interactions. Depending on target flags it either hands off to the olderpsx_object_reselect_state_from_target_vector(0x80028c94) helper or flips the object's motion components against the target bounds, then reseats the live state script throughpsx_object_select_state_script(obj, psx_object_quantize_motion_heading16(obj) >> 2 & 0xf)before registering bilateral contact.psx_object_update_nearby_interactions(0x80029478) is the broad nearby-object sweep that feeds most of the non-type-4 collision and interaction bookkeeping. It walks the active object set, culls locally, performs overlap checks, updates directional contact/block flags, and registers contact pairs.psx_object_test_overlap_3d(0x80028298) is the box-overlap predicate used by that sweep, andpsx_object_update_contact_block_flags(0x800289f0) is the direction-sensitive flag updater that writes the contact/block bits on the active object.psx_object_register_contact_pair(0x8002845c) is the bilateral contact queue helper used by both the broad sweep and the type-4 delayed path, which means the interaction lane is no longer speculative glue around the art/state system. It is a verified runtime bridge that can directly reseat the live script before the laterDAT_800758d4companion lookup.
- The motion-heading side of that bridge is now closed one step further too:
psx_object_reselect_state_from_target_vector(0x80028c94) is the older target-relative reselection helper used bypsx_type4_reselect_motion_state. It builds a motion vector either from a target-relative offset or from a normalized target-to-player vector, writes that vector toobj+0x60/+0x64/+0x68, and reseats the live state script from the resulting heading bucket.psx_object_quantize_motion_heading16(0x8003bc1c) is the thin wrapper that feeds the current object motion vector intopsx_quantize_vector_heading16.psx_quantize_vector_heading16(0x8003b980) is the actual 16-way heading quantizer. It classifies the current x/y vector against the threshold table atDAT_80064990, which is why the runtime reselection callers consistently reduce its result with>> 2 & 0xfbefore indexing theDAT_800758ccscript table.
- The local post-advance render wrappers are also no longer anonymous labels:
psx_spawn_compound_record_advance_state_once(0x80013618) creates one compound-record object, forces its script countdown to1, immediately runspsx_object_advance_state_script, and then marks the object withobj+0x1e |= 0x20. This is the cleanest currently recovered example of a constructor wrapper that intentionally advances into a non-initial live state before the object joins the normal update/render flow.psx_spawn_simple_record_set_active_flag(0x8001372c) is the simpler sibling for the simple-record constructor: create the object, then immediately set the low active flag inobj+0x1e.psx_object_refresh_main_visible_and_cleanup(0x80013688) is the compact stage-1 handoff wrapper. When the object still has a drawable resource and the0x20flag is set, it feeds the object throughpsx_project_object_main_visible; if the object is not in theobj+0x1c & 1hold state but does carryobj+0x1e & 0x10, it then queues the object into the nearby-interaction active set throughpsx_nearby_interaction_list_add.psx_object_advance_state_and_queue_special_visible(0x80013758) is the compact stage-2 handoff wrapper. If the object still has a drawable resource, it advances the active script and immediately queues the object throughpsx_project_object_special_visible_queue, then applies a small sentinel cleanup block that clears world coordinates and selected flags for specific type/selector cases.
- The owner above those wrappers is now named too:
psx_object_integrate_motion_and_route_visible(0x800131a8). It is the per-object bridge between movement state and rendering: it integrates position/velocity fields, refreshes the local visible/on-screen flags, handles the controlled-object side path, then advances the live state script and routes the object either intopsx_project_object_special_visible_queuefor the type-4/special-visible branch or intopsx_project_object_main_visiblefor the normal drawable branch before the usual nearby-interaction enqueue step. This is the clearest recovered owner-level proof that state advancement and render-lane routing belong to the same runtime step. - Those wrappers matter because they close one more gap between
psx_object_advance_state_scriptand the render split. The stage-1/stage-2 divergence is not only visible in larger caller bodies such as the0x80013524/0x80013564branches; it also exists as small dedicated wrappers that either project through the main visible list after state work or advance-and-queue directly into the special-visible pass. That makes the renderer problem look even less like a missing flat table and more like a true runtime pipeline with multiple post-script routing paths. - The render-side leaf chain is now close to end-to-end:
psx_project_object_main_visibleandpsx_project_object_special_visible_queueboth use the current script word atobj+0x94as the frame selector they pass into the frame-metric helpers.psx_resource_frame_origin_x(0x8004513c),psx_resource_frame_origin_y(0x800451d0),psx_resource_frame_width(0x80045014), andpsx_resource_frame_height(0x800450a8) read per-frame rectangle metadata from the current drawable resource atobj+0x10using that same live frame index.psx_draw_world_visible_passes(0x80041378) is the top-level world-facing draw orchestrator: stage 1 draws the sorted main visible list throughpsx_draw_main_visible_object(0x80041458), stage 2 draws the queued special-visible list throughpsx_draw_special_visible_queue(0x80041144), and stage 3 is the non-world HUD/overlay pass.psx_draw_main_visible_objectandpsx_draw_special_visible_queuethen dispatch to one of two final frame submitters depending on resource kind:psx_sprite_resource_submit_frame(0x80044bdc) handles the streamed/VRAM-backed sprite resource path, whilepsx_image_table_submit_frame(0x80044e9c) handles the table-backed image resource path. Both receive the live frame index fromobj+0x94, not the original authored selector.- The stage-1 visible list manager is now named end to end too:
psx_main_visible_list_add,psx_main_visible_list_remove,psx_main_visible_list_rebucket_object,psx_main_visible_list_refresh_from_live_chain,psx_main_visible_list_sort_range, andpsx_main_visible_list_get_sorted_slicecover membership, rebucketing, refresh, dependency/tie-break sorting, and final slice retrieval for the main world-object draw pass.
- The constructor/resource side closes the remaining resource-pointer handoff.
psx_create_image_resource_from_descriptoris now confirmed as the builder used by both constructors: type-4 descriptors bind a single indexed image resource throughimage_resource_bind_vram_slot, while type-5 descriptors allocate and upload a multi-frame bundle throughimage_bundle_load_to_vram. Bothpsx_object_create_simple_recordandpsx_object_create_compound_recordresolve the per-type art bank before any draw pass runs, store the resulting drawable resource on the object atobj+0x10, store the per-type variant bank atobj+0x84, store the per-type state-script bank atobj+0x88, and only then callpsx_object_select_state_script. So the current strongest end-to-end model is now:- authored record
type-> per-type art/state/variant banks - constructor seeds
obj+0x10drawable resource plusobj+0x88/0x84 psx_object_select_state_scriptseeds the initial script fromDAT_800758cc- runtime reselection /
psx_object_advance_state_scriptupdates the live script word atobj+0x94 psx_object_lookup_variant_entrymaps that live script word throughDAT_800758d4- the projectors and final draw submitters use the same live
obj+0x94frame index against the drawable resource atobj+0x10
- authored record
- The newly traced consumer side changes the export diagnosis in an important way.
psx_object_advance_state_scriptdoes not treat theDAT_800758d4lookup result as a resource id or replacement frame index; it sign-extends the returned three bytes intoobj+0x30/+0x34/+0x38, and the verified downstream consumers are all in the overlap/contact lane.psx_object_test_overlap_3duses those fields as box extents againstobj+0x54/+0x58/+0x5c,psx_object_update_contact_block_flagsuses the same extents while updating directional block bits, and the reselection helpers read target-object+0x30/+0x34/+0x38as target bounds. By contrast, the visible projectors and both stage-1/stage-2 draw helpers still only useobj+0x10plus liveobj+0x94for visible presentation. - The renderer/exporter path now preserves that distinction too. The PSX cache builder decodes
DAT_800758d4as acount + packed signed xyz-extentstable, carries the decoded per-state tuples in the exported state layer, and writes the resolvedcompanionExtentstuple onto each scene item andmapSourcerow for the chosen live state when a matching entry exists. So the viewer now keeps the newly verified bounds evidence explicitly instead of flattening it back into the old placeholder-art bucket. - That is not yet the full remaining answer for unresolved placeholder-heavy families, but the missing piece is narrower again now. The
DAT_800758d4bytes are no longer the best candidate for the final art table; they are acting like per-state companion extents used by collision/contact logic. So the remaining gap sits inside the family-specific live resource/frame presentation path after script reselection, not in projection, placement decoding, draw-lane discovery, or genericDAT_800758d4consumption. - The latest dispatch-table trace also removes one remaining false lead for
0x0042and0x0049. Their type-table slots do not point to unique family handlers; both currently resolve to the same generic descriptor used across0x003e..0x0050, whose callback slots arepsx_spawn_compound_record_advance_state_once,psx_object_refresh_main_visible_and_cleanup, andpsx_object_release_to_free_list. So the unresolved art rule for those types is not hiding in a dedicated per-type descriptor fork; it still appears to live later in generic object state/resource handling. - The state/art split is therefore even sharper than the earlier constructor notes implied.
psx_object_select_state_scriptonly chooses the current script base fromDAT_800758ccand stores the authored selector atobj+0x9e, but bothpsx_object_reselect_state_from_target_vectorandpsx_type4_reselect_motion_statecan later overwrite that live script choice from runtime motion state.psx_object_advance_state_scriptthen refreshesobj+0x94from the current script word and rerunspsx_object_lookup_variant_entry, and that lookup indexesDAT_800758d4byobj+0x94, not by the originalobj+0x9eselector byte. - That changes the exporter diagnosis in a useful way. The unreadable map output is still real, but the remaining gap is narrower than before: it is not just that
DAT_800758ccexists, but that runtime interaction and heading-state paths can overwrite the live script after spawn. Any renderer-safe state-to-art rule for unresolved families such as0x0042has to account for those post-spawn reselection paths instead of assuming the authored selector byte is final. - that means the PSX level load now has four distinct evidence-backed layers instead of the earlier two-way split:
- root dispatch records at
DAT_800678f4 - secondary
0x18-stride records atDAT_80067720 - per-type runtime banks at
DAT_800758d8/d0/cc/d4 - a dedicated
0x50level runtime-header block atDAT_80067794 - plus the separately loaded compressed source at
DAT_8006767cand its optionalDAT_8006b5d8 -> DAT_8006769cdecoded0x3e00state buffer
- root dispatch records at
PSX Coordinate Model From Executable
The current coordinate problem is no longer a renderer-only guess. The executable now closes the last projection step well enough to treat PSX placement as its own map-space model instead of as a PC-style direct world export.
Key function evidence:
FUN_800249f4andFUN_80024eecare constructor paths that load authored coordinates into object fields+0x3c,+0x40, and+0x44as16.16fixed-point values.- For the first family, the source record shape is now strong enough to describe directly:
u16word at record+0x08-> object+0x3casvalue << 16u16word at record+0x0a-> object+0x40asvalue << 16u8byte at record+0x0c-> object+0x44asvalue << 16
FUN_80040d44andFUN_80040f78are the projection helpers that turn those fixed-point object coordinates into the per-object screen rectangle stored at+0x20..+0x2e.FUN_80041458andFUN_80041144then consume that already-built rectangle directly during draw submission; they do not derive screen position on the fly.
Recovered projection model:
+0x3eand+0x42are not separate authored fields. They are the high16-bit halves of the fixed-pointxandyvalues stored at+0x3cand+0x40.- The runtime builds an intermediate screen anchor in fixed-point at
+0x78/+0x7cfrom those world coordinates:screen_anchor_x = y - xscreen_anchor_y = 2 * z - (x + y) / 2
FUN_80040d44computes that anchor with the exact writes:obj+0x78 = ((y_hi - x_hi) << 16)obj+0x7c = (obj_z * 2) - ((x_hi + y_hi) << 15)
- The projection helper then subtracts the current camera anchor from
DAT_800678d4 + 0x3c/+0x40, subtracts sprite-frame origin/size metadata fromFUN_8004513c,FUN_800451d0,FUN_80045014, andFUN_800450a8, and writes the final visible rectangle into+0x20..+0x2e.
What this means for the viewer:
- the PSX map does not want the PC viewer's current synthetic
world.x/world.y/world.zguess based directly on raw candidate words - the most defensible renderer-side export target is now the runtime's own projected anchor or the equivalent fixed-point world tuple that reproduces the same
screen_anchor_x/screen_anchor_yformulas - any importer that treats the raw authored coordinates as if they were already PC-style isometric world coordinates will bunch objects together or smear them across the map because PSX uses a different projection basis
- the current cache builder no longer synthesizes PC-style world coordinates from final screen anchors; it now keeps the candidate PSX
x/ywords directly in exported scene items and applies the runtime projection basis separately during anchor generation
Open parts that still matter:
- this closes the final world-to-screen math, but it does not yet prove which raw
post_audio_region_01orpost_audio_region_00record family feeds each constructor path - it also does not close the type/resource lookup that selects the correct bundle/frame through
DAT_800758cc/d0/d4/d8 - palette override is no longer wholly unresolved in the viewer path, but the
>= 0x00acsource-base semantics and the runtime's later variant reselection still leave some color choices provisional
Immediate consequence for the next pass:
- the next executable-guided decode step should map candidate authored record words directly onto constructor inputs, not onto PC-style scene coordinates
- once the correct record family is tied to
FUN_800249f4orFUN_80024eec, the renderer can export either:- the raw fixed-point PSX world tuple, plus a viewer-side reproduction of the runtime projection, or
- the runtime-equivalent projected anchor/rectangle directly for debug rendering
- the cache builder now uses the recovered projection basis and prefers the loader-backed record family, but the exact record-to-constructor link and the authoritative height lane still need proof before this can be called a solved map export
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
Follow-up: the hidden passcode compare lane is now materially tighter in docs/psx/jl-9-investigation.md. The recovered decoder at 0x8003ec8c is table-driven rather than plain ASCII, and its special hidden rows now give the strongest current code-backed support for public PSX folklore that L0SR is the cheat-mode password candidate while XXXX routes into a separate hidden branch.
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 focused follow-up in docs/psx/jl-9-investigation.md now closes one important part of the question:
JL-9is a real executable-backed final weapon-definition row rather than just a stray PSX-only string, and the strongest current acquisition route is a hidden passcode -> debug gate -> bulk weapon unlock path that likely reaches the extra late weapon channel - that same focused follow-up now tightens the disambiguation further: the extra hidden-passcode/L0SR-adjacent non-PC weapon is now directly identified as
JL-9(0x0d), whileJL-2is the neighboring ordinary lane (0x0c) - exact sprite identity and exact level placement for
JL-9remain open and still need runtime or asset-side correlation
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
psx_stream_install_type_runtime_banksso 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.