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Level geometry (TRAK / MAP / STPC / TEXT) – Ein Königreich für ein Lama (PC)

As of: 2026-11-06. Source: groove.exe (Ghidra decompilation re/groove_decomp.c, Capstone) + data analysis of all 34 level WADs. Tools: tools/geomlib.py, tools/geom_export.py, tools/geom_import.py, tools/geom_demo.py, tools/disx86.py. Confidence: [certain] = verified from code + data (byte-identical round trip / rendering), [likely] = plausible from data, [?] = unknown.

1. Overview: which chunk is what

Chunk dispatcher: FUN_00558xxx at VA 0x55899e (compares against tag constants, tag read as u32 LE, e.g. 'CPTS' in the file = 0x53545043).

Chunk Loader (VA) Contents
WFPC inline → DAT_006da330 u32 feature flags of the level (control MAP/STPC layout) [certain]
TEXT 0x4067b0 / 0x406d30 texture pages (256x256, 16 bit) + texture table (UV rectangles) [certain]
SMPC / AMPC / SRPC 0x558d30 / 0x558d70 / 0x545350 sound (SMPC: 'cvg ' VAG samples; AMPC: 'ambi'/'VABp'; SRPC sound references) – no geometry
TRAK 0x42aac0 → 0x5563f0 world geometry: tile models (render triangles + collision polygons) → global array DAT_005846ec [certain]
STPC 0x42ab50 object ("strat") models (same model format), skeletal animations, then strat script data (names like "SinkingStatuePad") [certain for models]
MAP 0x42ac50 tile grid: placement of the TRAK models + vertex colours + zone PVS (+ strats/paths/etc., see objects.md) [certain]
LGHT / LNFO / LGPC 0x42c180 / 0x42ab10 / 0x558db0 lights / level info / ? – not geometry

The world is a tile system (inherited from Croc): TRAK contains N "tile" models in local coordinates (roughly −0.5..0.5 in x/z, but they can stick out up to ±2.4). MAP places them on a W×H grid (1 unit = 1 cell) with height y and rotation around y. There is no BSP; the spatial partition is the grid itself (cell lists) + a 32-zone visibility table.

2. Coordinate spaces [certain]

  • Export space (= MAP floats "A", = vertex data of TRAK/STPC): right-handed, y up, grid cells lie at x ∈ [0,W), z ∈ (−H, 0]. The OBJ export uses this space.
  • Game space (MAP fixed point "B", collision, strats): (x, y, −z), 20.12 fixed point (4096 = 1). The renderer converts B back: pos = (Bx, By, −Bz)/4096, angle = rot·2π/4096.
  • Tile transform (local vertex v → world, export space), a = rot/4096·2π: X = x + vx·cos a − vz·sin a ; Y = y + vy ; Z = z + vx·sin a + vz·cos a (verified: 93 % of all tile edge vertices hit a neighbour vertex exactly; the three other sign/mirror variants give 65–70 %).
  • Collision data is in game space (z mirrored relative to the render vertices of the same model). Negate nz when decoding (92 % of the reconstructed collision corners lie < 0.02 from a render vertex).
  • rx/rz of the tiles are 0 in all levels; only rotation around y (in practice 0/1024/2048/3072).

3. Model format (TRAK and STPC) [certain]

Fixup functions: TRAK FUN_005563f0(&ptr, n, &out) (header 0x84), STPC FUN_0041f770(&ptr, n, &out) (header 0x8c). File layout: all headers of one call in a row, then the data of the models in order (TRAK: one call with n=count; STPC: n calls with 1 model each → header/data alternating). Pointer fields are 0 in the file and are set on load.

Header

Off Type Meaning
0x00 3×f32 centre of the bounding box
0x0c 8×3 f32 box corners, order (−x−y+z)(+x−y+z)(−x+y+z)(+x+y+z)(−x−y−z)(+x−y−z)(−x+y−z)(+x+y−z). Slightly larger than the vertices (margin not constant, ~0.004–0.014; probably from the original mesh). Used for frustum culling (FUN_00402840).
0x6c u16 nVerts
0x6e u16 nFaces
0x70 u32 → verts (file: 0)
0x74 u32 → faces (file: 0)
0x78 / 0x7a / 0x7c 3×u16 number of collision polygons in 3 groups (code always sums all three; group meaning [?])
0x7e u16 0
0x80 u32 → collision (file: 0)
STPC only 0x84 u16 = nVerts for rigid models, 0 for skinned models
STPC only 0x86 u16 nBones (skinned models) – preceded in the data by nBones×u16 = vertex count per bone (sum = nVerts, verified)
STPC only 0x88 u32 → bone table (file: 0)

Data (in this order)

  1. (STPC only) nBones × u16
  2. Vertex 24 bytes: f32 x,y,z ; f32 nx,ny,nz (smoothed normals; lighting comes from MAP vertex colours)
  3. Face 28 bytes (triangles only): u16 flags ; u16 v0,v1,v2 ; u16 tex ; u16 0 ; f32 nx,ny,nz,d with n = normalize((v1−v0)×(v2−v0)), d = n·v0 (verified for all faces). On load tex is replaced by a pointer to the texture table entry (DAT_00581154 + tex*20). The plane is used for backface culling (camera·n − d ≥ ε).
  4. Collision polygon 32 bytes, nGroupA+B+C of them: u8 type ; u8 material ; 5 × { i8 nx, i8 ny, i8 nz, u8 0, i16 d }
    • plane 0 = surface, planes 1..4 = edges (normals pointing inwards, point inside ⇔ n·p − d ≥ −tolerance).
    • normals ×127 (code multiplies by 32 → 4096 scale), d ×4096 (fixed point) → local coordinates only ±8 units!
    • type bit0 = quad (4 edges), otherwise triangle (3 edges, 5th plane = 0). Bit2 ≈ normal points down (ny<0; ceilings/overhangs) [likely].
    • material: ground type (0 = normal; 0x11/0x12 are ignored depending on WFPC 0x8000000, 0x1e = water/death plane [likely]; the value ends up in the player's ground state).
    • Collision queries: FUN_004036d0 (floor/ceiling), FUN_00403ad0 (walls), FUN_004042f0, FUN_004046e0. Only the tiles of the grid cell the player stands in are tested (cell list from MAP), point relative to the tile's B position, rotated by −rot.

Face flags (u16)

Bit Meaning Confidence
0x0008 new render batch: reload render state (page, blend mode) from this face, draw the previous batch. Sorted by page/state + bit at each change. certain (code)
0x0010, 0x0800, 0x0020 UV corner selection (see below) certain
0x0400 no backface culling (double-sided) certain
0x4000 ignore vertex colours (white) certain
0x0001, 0x0002 special render modes (sorting/transparency; together with global flags 0x5f6ee8) likely
0x8000, 0x1000, 0x2000, 0x0200, 0x0100, 0x0004 present in the data, the renderer (0x556510) does not evaluate them ? (probably PS1 leftovers)

UVs – the engine has NO free UVs [certain]

Every triangle shows one half of a texture rectangle (entry of the TEXT table). UV rectangle: U0=u0/256, U1=(u1+1)/256, V0=v0/256, V1=(v1+1)/256. With m = flag 0x20 (mirrors U), a = m?U0:U1, b = m?U1:U0 the corners (v0,v1,v2) get:

  • without 0x800: (a,V1) (b,V1) (a,V0)
  • 0x800, without 0x10: (a,V1) (b,V1) (b,V0) ← first half of a quad
  • 0x800 + 0x10: (b,V0) (a,V0) (a,V1) ← second half (renderer FUN_00556510 from the line "if ((uVar6 & 0x800) == 0)"). Textures with flag bit0 are flat colours (u0,u1,v0 = R,G,B). 96 % of world faces have 0x800.

4. TRAK chunk [certain]

u32 n ; n × header(0x84) ; data of model 0..n−1. All 34 level WADs parse exactly up to the end of the chunk; geomlib.build_trak(parse_trak(x)) == x byte-identical for all levels. Typically 100–650 models, max. 422 verts / 798 faces per model. Model 0 is, in many levels, an invisible plane (4 verts, 0 faces, 1 collision polygon, material 0x1e) at y=−2.75 – the water/fall plane below the islands.

5. MAP chunk – geometry parts (loader FUN_0042ac50) [certain]

(Strat/path/zone blocks: see notes/objects.md; only what concerns geometry here.) Order in the file:

  1. u32 N (tiles), u32 W, u32 H (grid)
  2. A: N × {f32 x, f32 y, f32 z, u32 rot, u32 model, u32 animFlag} (export space; x,z = cell centre .5). Only used to sort into the cell lists: cell = ftol(x − 0.5) − ftol(z + 0.5)·W (ftol truncates; 0x42ad4a, constant 0x56e158 = 0.5) = floor(x) + floor(−z)·W for cell-centred tiles (all originals). The player/strat cell of the collision tests is x>>12, z>>12 (FUN_004036d0).
  3. u32 n + n×u32 (list, referenced by strats)
  4. u32 n + n×90 bytes (lights/cameras? – objects.md)
  5. u32 n + n×34 bytes (path nodes)
  6. Zone table 256 bytes = 32 × {u32 visibility mask, i32 height value} → DAT_006da350
  7. Zone grid W·H × u32 (zone number 0..31 per cell) → world+0x48
  8. B: N × {i32 rx, i32 ry, i32 rz, i32 x, i32 y, i32 z} 20.12 fixed point, game space (z = −A.z), ry = A.rot. Used for rendering and collision. A and B are consistent in all levels.
  9. Model index: N × u32 (= A.model)
  10. if WFPC & 0x10000: u32 n ; n × {u32 cellX, u32 y, u32 cellZ, u32 modelA, u32 modelB} – tile swaps (doors/bridges etc.), entry k belongs to the k-th tile with animFlag≠0.
  11. Vertex colours per tile i: nVerts(model) × u32 RGBA (0x80 = 1.0, game ×2 with clamp); byte3 of the first entry = number of colour sets (0/1 = one; ≥2 → another nVerts×u32 follow, the second set is used when DAT_005865d4==1). For animFlag tiles the same structure follows for modelB. Pointer table world+0x58 (twice as large with WFPC 0x10000000).
  12. Rest (u32 n2,n3 + 58-byte strat entries, optional paths (0x200000), view distance (0x10), u16) – objects.md.

geomlib.build_map_tiles(..., zones='keep', anim=orig) reproduces all MAP chunks byte-identically.

Grid / visibility (no BSP) [certain]

  • Cell lists: world+0x40 (W·H pointers, linked lists of tile indices), built from A.
  • Rendering (FUN_0042bf40): rectangle around the camera (view distance) over the grid; for every cell all tiles in the list, but only if bit zone[cell] is set in the mask of the camera zone (DAT_0058642c = zonetable[zone[camera cell]].mask, FUN_0041e020). Zone 0 has mask 0x1 in the village level. → New geometry must get matching zones, otherwise it is invisible. geom_import --zones flat sets grid=0 and mask(zone 0)=0xffffffff (everything visible).
  • Collision: only tiles of the player's cell (see above).

6. STPC chunk (objects) [certain up to animations]

u32 n1 ; n1 × (header 0x8c + data) static/skinned object models (33 in the village) ; u32 n2 ; n2 × animation (FUN_0041f8b0, header 32 bytes: +0 nA (nA×4 bytes), +8 nFrames, +0xc (0 → nFrames×8 bytes), +0x10 nDelta (frame 0: nDelta×8, otherwise nDelta×2 (+2 if odd) bytes of compressed vertex deltas), +0x18 nBones (per frame nBones×64 bytes = 4×4 matrix)) ; if WFPC & 0x100: u32 n3 ; n3 × {16-byte head (+4 count, +8 → n×8 bytes), models} ; then strat data (scripts, names) – not parsed by the loader, referenced from MAP via offsets (DAT_006d9dbc+off). geom_export --objects exports the n1 models side by side.

7. TEXT – as far as needed for geometry [certain]

u32 nPal ; nPal×{u32, u32 n, n×u16, n×u8} ; u32 nPages ; nPages×{u32 flags, u32 w, u32 h, (flags&0x80: u32 len + RLE16) | (flags≠0: w·h·2) | w·h} ; u32 nTex ; nTex × 8 bytes ; rest (40 bytes in the village) [?]. Texture entry: u16 flags, i8 page, i8 page2(-1), u8 u0, u8 u1, u8 v0, u8 v1 (u1/v1 inclusive). Flags: bit0 flat colour, bit2 1-pixel border, bit3/bit4 width/height ×2, bits 12–14 blend mode, bits 8–10 another mode. Pixels: ABGR1555 (R = bits 0–4), 0 = transparent. Details: notes/textures.md (other agent).

8. Writing new geometry – what must be consistent

Implemented in tools/geom_import.py (OBJ → TRAK + MAP tile part, rest of the WAD unchanged):

  1. TRAK: u32 count; header with correct nVerts/nFaces/nColl; box+centre (for culling, recomputed); face planes from vertices; vertex normals. No checksums.
  2. Face texture index < number of texture table entries; UVs only via rectangle corners (+flags). Bit 0x8 at the start of a batch (page/state change, at the latest every 256 faces).
  3. Limits: ≤ 8000 vertices per model (transform buffer 0x58b0f0..0x5d15f8, 36 bytes/vertex), batch output buffer 0x5d15f8 ≈ 4800 vertices; collision d as i16/4096 → collision polygons only within ±8 units of the tile origin. u16 indices.
  4. MAP: keep N in the header, A (floats) and B (fixed point, z negated) identical, model indices < TRAK count, tile cells within W×H, vertex colour block exactly nVerts(model) per tile (otherwise the rest of MAP = strats shifts!), animation block (WFPC 0x10000) matching the flags (import sets it to 0 entries), zones (see above).
  5. Collision belongs to the cell: a polygon only takes effect if it is in the tile list of the cell the player stands in → import enters every polygon into every cell it covers (also as a pure collision tile without faces, like original model 0).
  6. Total WAD length (wadtool/geomlib rewrite it). No other checksums found.
  7. Strats (start point, enemies, camera paths) remain at their old positions (objects.md).

Tests (without starting the game)

  • Round trip TRAK and MAP of all 34 WADs byte-identical.
  • Export → import (--coll-obj) → export t1l1m001: rendering identical (img/), 26435/26442 triangles (7 degenerate ones dropped), floor height at 2800 random points: 99 % < 5 mm deviation, 10 points differ (polygons now also entered in neighbouring cells).
  • Independent cross-check: tools/mapchunk.py (other agent) parses the generated MAPs completely.
  • NOT yet tested in game: demo WADs in $CLAUDE_JOB_DIR/tmp: demo_add.wad (original + 2 blocks + ramp, original zones), demo.wad (everything replaced by a floor plate y=0 + blocks).

9. Open / unknown

  • Meaning of the three collision groups (the sum is always used together) and the complete material list.
  • Face flags 0x8000/0x1000/0x2000/0x200/0x100/0x4; exact effect of 0x1/0x2.
  • Exact origin of the box margin in the header (recomputing with a 1/128 margin is probably enough).
  • Zone table 2nd value (height, DAT_00586424) – possibly water/fog height.
  • STPC animation: meaning of the nA block and the delta compression in detail (FUN_0041fa30).
  • Whether the player start point/camera is coupled to geometry (objects.md).

10. Tools

  • geom_export.py WAD OUT [--collision] [--objects] → level.obj/mtl (UV, vertex colours, one object per tile), page_NN.png, collision.obj (groups matNN_grpG), objects.obj, preview_top/persp.png (textured software renderer).
  • geom_import.py BASE.wad MESH.obj NEW.wad [--coll-obj C.obj] [--keep-tiles] [--zones flat|keep] [--default-tex N]
  • geom_demo.py BASE.wad demo.obj [--plaza] – example geometry made of texture-tile quads.
  • geomlib.py – parser/builder (TRAK, STPC models, MAP tile part, TEXT table/pages, collision).