Engine Internals
This section contains notes and breakdowns of the Odyssey engine’s execution pipelines, case studies on community tooling bugs, and other engine-level logic or behaviors that are discovered during clean-room reverse engineering. These notes partially serve as the foundational research powering rakata-lint.
Research Notes
| Topic | Description |
|---|---|
| MDL & MDX Deep Dive | Deep dive into the Ghidra decompilation notes detailing the exact byte-level layout of the binary MDL/MDX format and the engine loading pipeline. |
| GFF List Corruption | Case study analyzing out-of-bounds GFF list behavior in the Odyssey engine vs. loose community tooling abstractions. |
| Save Game Deep Dive | Ghidra notes on the save folder layout, the nested per-module archive model, and the per-object-type position/orientation field divergence in save GFFs. |
| Swoop & Turret Minigame Deep Dive | Ghidra notes on the MiniGame struct nested in ARE: the shared vehicle base behind the swoop-racing Player and Enemies, the nested weapon/Gun_Banks subsystem, and per-field defaults. |