8.5 KiB
GC Track and Background Reverse Notes
Status: linear track evaluation and the base background color table are implemented in the Vectorail player. Camera mode bytes, fade modes and stage objects still need deeper mapping.
Track wire data
The main stage file stores track keys as big-endian records:
u32 count
repeat count times:
u32 time_ms
f32 x
f32 y
f32 z
The stage constructor FUN_005ed4c0 loads these into 16-byte runtime entries.
The fourth float is not read from disk: the constructor computes the physical
length to the next point and stores it there. It also accumulates the complete
track length at stage-object offset +0xb0.
Confirmed evaluation
FUN_005e9690 evaluates a track position at an integer timestamp. It finds the
adjacent time_ms keys and computes:
u = (time_ms - key[i].time_ms) / (key[i+1].time_ms - key[i].time_ms)
position = key[i] + (key[i+1] - key[i]) * u
There is no Catmull-Rom or other spline interpolation in this path.
The Android symbol GameScene::DrawWay (0x001b3b68) establishes how the
visible route itself is rendered. It clips the authored point list to the
requested first and last timestamps, inserts linearly interpolated points at
both exact boundaries, interpolates an RGBA color over that time interval, and
submits the result as primitive mode 3: a line strip. It does not generate a
camera-facing ribbon, resample by physical distance, or cull triangles.
FUN_005e9990 is a separate physical-distance sampler used while constructing
duration-note paths. It carries leftover distance between segments so those
generated samples remain uniform over corners; it is not the normal route
renderer.
The player now mirrors DrawWay: it uploads the original authored points plus
the two exact timestamp intersections and draws separate behind/current and
current/ahead line strips with endpoint color gradients. The stage values
backwardsDrawDist and forwardDrawDist behave as seconds and are converted
to milliseconds before comparison with track and note timestamps.
Dynamic TrackDrawDist records are step changes, not interpolation keys. The
StageConfig forward distance remains active until the timestamp of the first
matching record, then each record replaces it. This matters for Knight Rider:
its only record is 128400 ms: 0, which hides the route at the end of the song;
using the first record before its timestamp incorrectly hid the entire future
route from the beginning.
For ac_10pt8tion_hard.dat:
first track key: 0 ms, (0, 0, 0)
second track key: 6486 ms, (0, 0, 199.985)
draw behind: 10 s
draw ahead: 7 s
Treating 7/10 as world units collapses the visible rail to a tiny fraction of the first segment; timestamp clipping produces the expected visible range.
Track colors
The stage config stores two RGBA colors directly after the draw-range values.
They are used for the forward and already-travelled portions of the rail. For
10pt8tion_hard they are (255,0,128) ahead and (255,255,255) behind.
Base background
The main .dat contains a ColorTable section. Each 22-byte record is:
u32 time_ms
rgba top_right
rgba top_left
rgba bottom_right
rgba bottom_left
u8 interpolate_to_next
u8 audio_reactive_color
FUN_00642390 holds the active colors unless interpolate_to_next is set; in
that case it linearly interpolates all four RGBA values to the following key.
audio_reactive_color applies FUN_005d9650 to each active color using the
runtime analyser value. The Linux player now implements the exact hold versus
interpolate selection and keeps the second mode at its neutral color factor
until the analyser feeding stage renderer +0x24 is ported.
data/stage/2d/<song>_menu.dds is not the gameplay background. It is a
512x256 UI atlas whose top-left 197x197 cell is the song jacket. The player has
a small uncompressed DDS loader, but the jacket is disabled by default and is
only an explicit debug comparison layer (B). The inherited procedural
blue/black square grid has also been removed: the base layer is now only the
stage-authored color table before particles, visualizers and objects are drawn.
The remaining original scene is produced by the stage particles,
visualizer, and objects sections (plus .tumo models), not by a single
background bitmap. These sections are now decoded completely by
StagePattern: particle records are 44 bytes, visualizer records are 12 bytes,
and every variable-length object record is consumed through its visibility,
movement, scaling, rotation and color-key arrays. Oshama contains 5 particle
keys, 19 visualizer keys, 46 model names and 316 object instances; 10pt8tion
contains 2, 28, 37 and 352 respectively. The Vectorail level data retains this
decoded scene for the model-rendering pass.
The PSP package now retains all three timelines. The particle constructor at
FUN_005f0940 creates a 64-instance pool for every configured particle key.
FUN_005f0130 scales both repeatMeasure and lifespanMeasure by the active
beat duration. Recovered spawn layouts are: type 1, a deterministic/random
point; type 2, a screen/grid group using groupShapeSize; type 3, six points
at 60-degree intervals around a circle. The PSP implementation follows these
timing and layout rules, but substitutes geometry for the original particle
texture resource until that resource binding is mapped.
The common .tumo container is also big-endian. Its outer count is followed,
for each mesh, by resource names, an XYZ vertex table, eight bound floats,
render parts, and polygon lists. A polygon corner is u32 vertexIndex, f32 u, f32 v; a separate block contains explicit line-index pairs. The player now
triangulates polygon fans, retains line primitives, and renders stage objects
with the original five animation channels: visibility, movement, scaling,
linearly interpolated Euler rotation, and RGBA color. The final rotation uses
the recovered (-Y, X, Z) quaternion-builder convention. Base and animated transform
components are composed as separate matrices, matching FUN_00643b20;
visibility fades use the original fixed 250 ms window. All 46 unique Oshama
models and all 37 unique 10pt8tion models decode. O toggles this object layer
for comparison.
For stage format versions newer than 0x29ce, the supplemental table beginning
at the header's ColorTable2 offset has a relative pointer at base + 8. Its
stream is u32 objectCount followed by one signed big-endian int16
parentIndex per object (-1 means no parent). FUN_006445b0 evaluates one
parent level and renders parentTransform * childTransform; parent and child
RGBA are multiplied component-wise. Oshama uses this on 80 of 316 objects and
10pt8tion on 87 of 352, so omitting it visibly loses grouped scale, placement,
and opacity.
The object's wireframe byte also selects mutually exclusive model paths:
FUN_005dd8e0 draws polygon parts, while FUN_005dd7f0 draws the explicit TUMO
edge buffer. The player previously drew both. Polygon/edge selection now
matches the flag. FUN_00648c30 enables D3DRS_ZENABLE and
D3DRS_ZWRITEENABLE for the complete authored object loop, then disables both
before the rail and markers are submitted. Objects therefore depth-test one
another in file order, but never hide gameplay geometry drawn afterwards.
Per-frame object clipping
The stage loader also opens data/stage/<chart>_clip.dat. FUN_005ed4c0
decodes it as:
u32be object_count
u32be frame_count
u8 visible[object_count][frame_count]
The payload is object-major. FUN_006445b0 selects frame
round(time_ms / (1000 / 60)) and skips the object when the byte is zero;
when the table is absent or the requested frame is past its end, it falls
back to the normal authored-visibility path. Knight Rider has 178 objects and
7909 clip frames. Ignoring this table submits many objects which the original
never draws in that camera frame and turns its background into overlapping
full-screen geometry. The Linux player now applies the same test before object
animation and submission.
FUN_005dd8e0 itself supports two TUMO part types. Type 0 is a triangle
list; type 1 is a line list. Type-1 source polygons contain exactly two
corners. Oshama's models contain ten such parts, including one with 1498 line
vertices; treating them as polygon fans silently discarded all of them. The
player now keeps solid line parts separate from both triangle parts and the
wireframe edge buffer. All Oshama and 10pt8tion models end with a zero node
count, so an internal model hierarchy is not responsible for their transforms.