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REPLAY 1.20 · RESEARCH NOTES

The asset brain

A linked map of loading, rendering, and collision evidence.

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SOURCE NOTE · Updated 2026-09-28 14:38:33 UTC
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ZoneTool Map Asset Brain

A linked reference for reconstructing MW 1.20 map asset loading, serialization, and native render/physics consumption. The pages collect cross-build evidence to guide ZoneTool implementation; they do not claim live runtime validation.

Active vault location: E:\mw124-research\zonetool-asset-brain. Keep all wiki edits and links in this E: vault.

Start here

  • Asset data formats — individual evidence-backed pages for map asset structures and data-format limits.

  • Game-Test-only asset layouts — layouts scoped to the exact Game-Test executable and its source evidence.

  • Engine Integration — asset pipeline, map loading sequence, evidence rules, and current confidence limits.

  • Asset System Overview — asset-family taxonomy and verified dispatch, pool, loader, zone, and consumer links.

  • Map Asset Integration — linked Load/Mark/Postload and render/collision paths, with verified edges separated from gaps.

Asset families

Recent verified cross-reference batches

  • GlassWorld Load/Preload/Postload pointer wrappers: see Materials, Techsets, and Glass for current Replay names and the source-case 0x15 → Replay-case 0x19 dispatch boundary.
  • StreamingInfo / TransientInfo parser candidates: see Transient Zones for current q-prefixed rows, source case 0x3F versus Replay 0x43, and the unresolved relation to GfxWorld type 0x20.
  • StaticModels collision-tile shape creation and teardown: see CModels and Clipmaps and SModels for current q-prefixed Replay rows, exact source PDB anchors, paired routes, and layout/ABI limits.

Evidence and update rules

Every page separates:

  1. Game-Test source evidence — PDB symbols, signatures, source UDT members, source callsites, and source executable identity.
  2. Replay 1.20 evidence — the target function row, disassembly/data references, observed schema and call order, and Replay executable identity.
  3. Cross-reference status — confirmed static correspondence, q-prefixed candidate, hold, or unresolved layout hypothesis.
  4. Implementation impact — what a ZoneTool serializer/loader/consumer can safely use now, and what still needs proof.

Build-specific addresses and offsets stay labeled with their executable. A source PDB offset is never silently presented as Replay ABI or serialized layout. Matching UDT offsets are hypotheses until supported by Replay code or schema evidence; matching function names do not prove runtime behavior.

Current binary identities

  • Game-Test source: E:\1-game-test\1-game_test.exe, SHA-256 269D6137A465DA9D5F5DF68961000D683B9A868FDE5E7800743177C05D059E99.
  • Replay target: E:\IW8\Builds\1.20-replay\game_dx12_ship_replay.exe, SHA-256 68FB1CBCB2924182724004039DE55A4C50152BB6561803C4898B7930B38132F0.
  • Replay SQLite: E:\IW8\Builds\1.20-replay\game_dx12_ship_replay.exe.sqlite; SQLite program MD5 1C238FE327F2ECC3B0DB924C5B425439.

Evidence vault

The underlying reports and machine-readable tables remain in the project evidence directory: D:\mw124\mw120rproxy\evidence\game-test-replay-crossref. Each family page links directly to those artifacts so this vault can grow alongside new reviews.