4 Commits

Author SHA1 Message Date
MechaCat02
0fccea389d port: fix the credential mount, the /reborn pull, and cargo re-fetching
Three fixes from the port agent's first infrastructure report.

**A. The credential file is written, so it cannot be a read-only mount.**
`credential.helper=store` rewrites its file after a successful auth: temp file,
then rename over the target. Renaming onto a bind-mount point gives EBUSY, which
surfaces as `fatal: unable to write credential store: Device or resource busy`.

The push succeeds anyway, and that is the real hazard -- a `fatal:` line that is
routinely wrong teaches the reader to ignore the one that is real. It also fired
intermittently, so it read as flakiness rather than as a mount.

Fixed by mirroring the pattern already used for .claude.json: mount it as
`.git-credentials.host:ro` and have the entrypoint copy it to a writable
~/.git-credentials at 600. Mounting rw would also silence it, but then the
container can clobber the host's real credential file; copying cannot.

**B. `git -C /reborn pull` can never work, and should not.** /reborn is a live
read-only mount of the RE agent's working tree -- it updates itself, and pulling
would move another agent's checkout. The prompt now says so, and adds the
consequence the agent found the hard way: because the mount is live, HANDOFF can
move mid-iteration, so anything copied out of it (BLOCKED.md especially) may
already be stale and must be re-checked rather than trusted.

**C.** CARGO_HOME moves to a named volume; it was on the container overlay, so
the pinned decoder source was re-fetched from the network on every fresh start.

Also adds SYLPH_PORT_REPO, so this launcher can be run from a worktree without
repointing the agent's checkout -- which is how these edits were made, the agent
being mid-iteration on auto/p0-exporter in the shared tree.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 21:07:13 +02:00
Sylpheed port agent
8d2c092788 docs: FORMAT v2, what P0 decided, and BLOCKED reconciled
FORMAT is bumped to v2 with a "Changes from v1" table giving a reason per row.
v1 was written before HANDOFF answered Q1 and Q3 and before the two-colour
modulate was known; each change is a thing v1 could not have said. The paint
order moves from `unresolved` into the export, because Q3 decoded it — a u16
layer key at +0x0A, stable-sorted — and a decoded answer is read in the
exporter. `paint_order_ties` replaces it, because the tie-break is still
unknown.

Where a layer key is not in the file it comes from the decoders' table of keys
measured off the running game. That is a different kind of fact, so it is
labelled: `layer_source` is "sprite", "implied" or "none".

BLOCKED is reconciled against HANDOFF at /reborn e81dcad. Seven of its ten rows
are answered and are moved out; what remains is Q8 (no cue-to-event binding),
the two Q10 unknowns (which BGM, and where a loop restarts), Q9's unsettled
skippability, Q4's untested NEW GAME, and Q6's undecoded boot driver.

It also raises one question back, found by counting the export rather than by
reverse engineering anything: the decoders document a .t32 element's pivot as
"exactly half the decoded texture's dimensions (verified 7/7 on the tutorial
bundle)", and on GP_TITLE that holds for 55 of 93 sprite-bearing .t32 elements.
38 do not, some grossly — ptlogo_back2 is 1118x262 with pivot (500,117) where
half is (559,131). It changes nothing today, because the exporter emits the
declared pivot and the pivot only matters when scale != 100%. But scale IS
animated here — 177 keyframes across GP_TITLE are not 100%, including on the
title screen P1 has to draw — so the question of what the running game anchors a
scale to is worth an answer before P2. Noted there that the port and
`sylpheed-cli screen render` make the same choice, so a P1 diff cannot
distinguish them and their agreement is not evidence.
2026-08-28 18:43:52 +00:00
MechaCat02
d475e78d80 port: pin Godot 4.7.2, and decide the MCP/skills question
The pin was 4.3, chosen without checking; 4.7.2 is the current stable (released
2026-08-18). Getting this right matters more here than usual because the project
diffs Godot screenshots against a reference renderer, so the engine version is
part of the measurement.

No Godot MCP server. Not because they are bad -- the mature ones need a LIVE
editor plus a WebSocket plugin and a Python server, which is a daemon, an editor
process and a second runtime added to an unattended loop. And their headline
feature, scene-tree introspection and node manipulation, is built for someone
hand-authoring scenes in the editor. This port GENERATES screens from exported
JSON: the agent writes a loader, not a scene tree, so the feature that justifies
the complexity does not apply. What it actually needs to verify itself -- run
headless, screenshot, diff against sylpheed-cli screen render -- is already a
bash job.

Third-party skill packs are the opposite trade: pure context, no runtime. Worth
revisiting, deliberately not installed now, because a skill is instructions
injected into an agent running with approvals disabled -- a supply-chain
decision, not a default -- and because P0/P1 need no advanced GDScript. The
agent may propose one, naming the milestone it unblocks, for a human to vendor
and review.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 20:07:39 +02:00
MechaCat02
9d96be609e scaffold the Godot port, as its own repo with its own agent
The port is deliberately separate from the reverse-engineering project: its own
repository, its own clone, its own container. Two writers in one working tree
means files change under whoever is mid-edit and a `git add -A` by one sweeps up
the other's work -- which happened today in the Reborn tree, so this is set up
not to repeat it.

The wall: Godot never reads a disc format. An offline Rust exporter converts the
user's disc into JSON + PNG + Ogg, and the Godot project reads only that. No
GDExtension, no Rust in port/. Beyond the practical reason -- Godot cannot read
IPFB, RATC, T8aD, XMA or WMV -- there is the design one: modding is a goal, and
if the runtime reads the original formats then modding means reverse
engineering, whereas if it reads JSON it means opening a file.

The decoders come from sylpheed-formats PINNED BY REVISION (8b6dbcf), not
vendored and not reimplemented. `sylpheed_formats::media` in particular already
owns every case where one playable thing is not one archive entry: entries that
span segment files, banks with several sub-waves, and the cutscene voices, which
are one continuous XMA stream chunked into VOICE_*.slb entries whose boundaries
do NOT match the cues. That last one is the easiest thing in this project to get
subtly wrong, so the mission says outright not to re-derive it.

docs/MISSION.md is the objective (P0-P7, each gated by an artifact rather than
by compiling). docs/BLOCKED.md lists what cannot proceed until the RE agent
answers Q1-Q10, and says plainly that none of it may be guessed -- this agent
has no emulator and no oracle, so a value it invents is indistinguishable from a
decoded one a month later.

The container is deliberately small: 3 cpus / 4 GB against the RE container's
6 / 7, and an image with no C++ toolchain, no Vulkan stack and no emulator. Two
full-size containers do not fit on this box beside a desktop.

Its launcher sets the git identity through GIT_AUTHOR_*/GIT_COMMITTER_* rather
than writing [user] into .git/config -- the config route captures every commit
made in that tree, including a human's, which is how six of today's commits
ended up attributed to the RE agent.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 17:56:44 +02:00