Open questions

What the archive does not know yet. Each question was raised by an entry and stays attached to it; when a later entry answers one, it moves to the answered list with a link to the answer.

39 open, 0 answered or dropped

RE Reverse engineering

37
  1. What are records 0 (38.9 MB) and 1120 (1.4 MB)? Both have flat entropy near 8 bits per byte, no known signature, and no code that loads them.

    QL-0014 Tekken 4’s 2.57 GB archive keeps its index in the executable
  2. What codec do the FMV records (47 to 74) use, and the title-screen images in records 105, 106 and 116?

    QL-0014 Tekken 4’s 2.57 GB archive keeps its index in the executable
  3. Do raw (unflipped) custom sound banks and alias records, which point two index entries at the same sectors, work in game? Both follow from the code but neither has been tried.

    QL-0014 Tekken 4’s 2.57 GB archive keeps its index in the executable
  4. Does anything other than the request routine read the per-kind size caps? If not, they protect nothing.

    QL-0014 Tekken 4’s 2.57 GB archive keeps its index in the executable
  5. What do tables T7, T9, T12, T14 and T16 to T19 hold?

    QL-0015 Tekken 4’s moveset files, decoded and edited in game
  6. Where are hit boxes and hurt boxes defined? No condition opcode reads them; the T1 action table and T7 are the candidates.

    QL-0015 Tekken 4’s moveset files, decoded and edited in game
  7. What do the special transition inputs 0x8001 and 0x8002 mean?

    QL-0015 Tekken 4’s moveset files, decoded and edited in game
  8. Does a maximum-size moveset load for player 2 in the versus and arcade layout, not just in Practice?

    QL-0015 Tekken 4’s moveset files, decoded and edited in game
  9. Does a transplanted moveset survive throws and being hit, and does it work as player 2?

    QL-0015 Tekken 4’s moveset files, decoded and edited in game
  10. Is there juggle damage scaling? The notes show the claim that there is none was never established.

    QL-0015 Tekken 4’s moveset files, decoded and edited in game
  11. What do floor flags 0x2000, 0x8000, 0x10000 and 0x4000 do? The current reading is camera-only floors and a camera ceiling, but it’s untested.

    QL-0016 Tekken 4’s stage format, and building a new stage from scratch
  12. What are the stage file’s section 5 (hittable objects) and section 12 (a packed motion-bank container) for?

    QL-0016 Tekken 4’s stage format, and building a new stage from scratch
  13. What do the per-node extra fields mean? Copying them from a node with the wanted behaviour works; zeroing them has never been tried.

    QL-0016 Tekken 4’s stage format, and building a new stage from scratch
  14. Why does rebuilding a stage’s texture uploads from scratch hang the stage load, when replacing them in place works?

    QL-0016 Tekken 4’s stage format, and building a new stage from scratch
  15. Can a stage’s textures use more than the 6,552-block window the stock stages fit in?

    QL-0016 Tekken 4’s stage format, and building a new stage from scratch
  16. Can stages 18 to 25 be made selectable? Their table entries exist, but the select-card picture file can’t grow.

    QL-0016 Tekken 4’s stage format, and building a new stage from scratch
  17. Which moves and game events request which sound ids?

    QL-0020 Tekken 4’s sound system, from the hidden driver to the music tables
  18. What code plays the announcer clips and the fighters’ main-memory sound clips?

    QL-0020 Tekken 4’s sound system, from the hidden driver to the music tables
  19. Does a longer announcer clip work, or only one of the same length?

    QL-0020 Tekken 4’s sound system, from the hidden driver to the music tables
  20. Is sound memory above 0x1B2E10 free, or part of the reverb work area?

    QL-0020 Tekken 4’s sound system, from the hidden driver to the music tables
  21. Does the project’s ADPCM encoder match real hardware? Its rounding comes from references and hasn’t been checked against a console.

    QL-0020 Tekken 4’s sound system, from the hidden driver to the music tables
  22. Do the in-game results sound right? None of them has been listened to.

    QL-0020 Tekken 4’s sound system, from the hidden driver to the music tables
  23. How are animation clips encoded, and which of the 23 animated bones drives which skeleton joint?

    QL-0013 Tekken 4 (PS2): a map of what’s known
  24. Where are hit boxes and hurt boxes defined, and what do the remaining moveset tables hold?

    QL-0013 Tekken 4 (PS2): a map of what’s known
  25. Are the stock fighters’ memory overruns as player 2 harmless in versus and arcade modes?

    QL-0013 Tekken 4 (PS2): a map of what’s known
  26. Can the 20-cell select grid grow, so that more than one new fighter fits?

    QL-0013 Tekken 4 (PS2): a map of what’s known
  27. What does the vector-unit microcode expect, so that models can gain vertices and bones?

    QL-0013 Tekken 4 (PS2): a map of what’s known
  28. Where in the executable is there room for new code?

    QL-0013 Tekken 4 (PS2): a map of what’s known
  29. What codec do the videos and title images use, and what are records 0 and 1120?

    QL-0013 Tekken 4 (PS2): a map of what’s known
  30. Where does the stage size really fail above 7.7 MB? The region the stage sits in is 8,146,528 bytes, so the limit lies somewhere between.

    QL-0017 How large can a Tekken 4 stage be? Bigger than predicted
  31. What does losing the pose cache and shrinking buffer B cost in frame rate, and what does each buffer do?

    QL-0017 How large can a Tekken 4 stage be? Bigger than predicted
  32. What do the limit table’s two distance values (X and Y) control?

    QL-0017 How large can a Tekken 4 stage be? Bigger than predicted
  33. What do the bone table’s fields mean, and which skeleton bone does each per-mesh palette slot stand for? Nothing in the model file links the two. The planned route is a dump of vector-unit memory mid-fight.

    QL-0019 Tekken 4’s character models, and editing them in place
  34. Are 144 vertices per block and 20 matrices per palette hardware limits, or just the largest values Namco used?

    QL-0019 Tekken 4’s character models, and editing them in place
  35. What would it take to add vertices, meshes or bones, which needs the vector-unit microcode understood?

    QL-0019 Tekken 4’s character models, and editing them in place
  36. What exactly are model sections 6, 9 and 16? Their structure is known; their roles (collision volumes, a hair and cloth chain, an energy-ring effect) are inferred.

    QL-0019 Tekken 4’s character models, and editing them in place
  37. Can the same driver be generalised into a reusable harness for other PS2 games?

    QL-0021 Testing a PS2 game with no one at the controller

LAB The lab

2
  1. Should evidence status be tracked per claim inside an entry, rather than once per entry?

    QL-0001 How Quana Labs keeps its records
  2. Should an AI hypothesis that a person has examined, but not yet tested, get a status of its own?

    QL-0001 How Quana Labs keeps its records

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