Findings: POD: Planet of Death
This is the current evidence map for POD's latest release. The local reference files are under target/pod/; none of the game's files are in git. Claims below are observed in the executable or disc, or measured by a named test. The release comparison is retained as history in versions.md.
Current reference
| Item | Finding | Evidence |
|---|---|---|
| Game build | WINPOD.EXE is a 32-bit x86 PE. Its fixed file version is 2.2.8.1; it was linked 1997-10-26. | Observed: peinfo.py, peres.py on target/pod/disc/WINPOD.EXE |
| Disc image | POD2_0.CUE has a 231,180-sector Mode 1 data track and a 65,880-sector audio track after a 150-sector pregap. | Observed: discinfo.py on target/pod/cd/POD2_0.CUE |
| Disc files | The Joliet tree has 951 files in 49 directories, including six hidden videos. All files (471,896,442 bytes) match the extracted copy in target/pod/disc/. | Measured: crates/disc-image/tests/user_image.rs |
| Game content | The data folder has 32 circuits, 16 cars, 66 track geometry files, 32 car model files, 212 menu images, and 50 sound banks. | Measured: crates/pod-formats/tests/disc.rs |
| Python decoder coverage | 322 of 423 DATA files decode completely; none fail. The remaining 101 files are track, car and chrome data plus NUKE___1.BCH; Rust readers cover the tracks and cars. | Measured: the catalogue result summarized in CHECKLIST.md |
Builds and systems
The disc contains software, MMX, 3dfx, ATI, S3, Direct3D, PowerVR and Maxi Sound 64 builds. The build inventory and export state are in versions.md and hardware/3d-cards.md. The Windows software build is the reference binary for the Rust port; measurements name the exact function, input set and method.
| Area | Current evidence |
|---|---|
| File formats | Readers and byte-identical writers are tested across the current POD data in the format specifications. The full per-format inventory is in CHECKLIST.md. |
| Race rules | Traced and measured against POD recordings and emulator runs (systems/race.md, systems/race-recording.md). |
| Controllers and physics | Ported and measured against POD states, calls and race step logs (systems/controllers.md, systems/physics.md). |
| World loading | Track geometry, race cars, paths and props are read from POD's data and compared with the running game's state (systems/world.md). |
| Front end | Menu actions, saved settings, records, championships and time attack are implemented in pod-ui; screen capture coverage is tracked in CHECKLIST.md. |
| Rendering | Span, shading, clipping, transform and horizon routines have measured ports. Full scene parity remains open (systems/render.md). |
| Sound | The mixer, channels, spatial audio, events and engine groups have measured ports. CD audio is read from the local image and follows the track's play/stop events (systems/sound.md). |
Open work
- Finish complete 640 × 480 frame comparisons and connect the remaining renderer passes.
- Compare a full live-race sound capture against a fresh recording from POD.
- Finish the HUD elements and camera views listed as open in
systems/hud.md. - Continue the end-to-end checks and update their evidence in
PORT.mdandCHECKLIST.md.