Props from the disc
2026-10-24, the game app's session.
What was tried
The physics session ported Gold's props: a car hitting a cone, the cone knocking the next one, and both tumbling until they settle. Their code reads the props from memory at [0x62129c], as the running game keeps them. The world Un-POD builds from the disc had no props yet. This session traced where Gold builds them and laid them out the same way.
What was found
- The props are the environment's global list. Gold's environment reader (
FUN_00468cfc) reads the prop types, then one list for the whole track and one per sector. The global list becomes the collidable props, the "Objets Collisionnables" of its error message. The lists per sector stay in the sectors as decoration. - A prop type carries its physics in the file. After each type's object come seven hull words, the mass, the inertia per axis, the health, the friction and its contact points, 64 bytes each (
FUN_0046a780). pod-formats read the points as unexplained "frames". It also read the hull's first word as the object's last one, which mattered when working out where the hull starts. - The centre of mass.
FUN_00454654moves each type's origin to its centre of mass. That is the points' offsets weighted by their masses, summed and divided by the type's mass.
Measured: Canyon's twenty props, laid out from the disc, match the running game's memory in every field the physics reads (crates/pod-world/tests/props.rs). In a minute of the live race on Canyon no car hit one, as in the original's logged Canyon race.
What is next
- Draw the props from where the physics leaves them, so a knocked cone is seen to move.
- Hit one on purpose in the live race, as the physics session did under the emulator.