There were TWO splash screens and this port had neither. Entries 11/14 are the developer logos; entries 10/13 are the SQUARE ENIX publisher wordmark, the first thing the boot shows, which nothing in this project had noticed. They have no .rat layout child so `is_build` cannot see them, and the RE agent established that no CONTENT rule can either: design size fails (every extra composable bundle sampled is 1280x720, same as every screen) and element count fails (fragments run 2..15 elements in GP_OPTIONS/GP_SAVE_LOAD, the splash halves are 3 and 7 -- the ranges overlap). So `screen_builds` is `is_build` plus an authored allow-list of ENTRY INDICES, each carrying a `why` that says it is a locator and not a claim. An allow-list rather than a loosened predicate because this is safe in GP_TITLE and would not be in general: there, widening adds exactly four bundles and all four are real screens, zero fragments. screen_names.json is rekeyed from enumeration ordinal to pak entry. Widening renumbers ordinals, and a name that moves when the enumeration rule changes is not a name -- the file always called the entry the stronger locator, and it is now the only stable one. The two unnamed plates therefore renamed build_10/11 -> build_12/15; they were always locators, and now they locate the right thing. All 16 export and validate.
Sylpheed Godot
A clean-room Godot 4 port of Project Sylpheed: Arc of Deception, starting with the menu shell: developer splash → intro video → title → main menu → submenus.
You need your own copy of the game. Nothing in this repository is game content. An offline exporter reads the disc you supply and writes an open, moddable asset tree; the Godot project reads only that tree and never touches a disc format.
your disc ──▶ crates/sylpheed-export ──▶ export/ ──▶ port/ (Godot 4)
(Rust; decoders come from JSON + PNG reads ONLY
sylpheed-formats) + OGG + OGV open formats
Why the wall
Two reasons, and the second is the interesting one:
- Godot cannot read IPFB archives, RATC bundles, T8aD textures, XMA banks or WMV video, and it should not learn to.
- Modding is a goal of this port. If the runtime reads the original formats, modding means reverse engineering. If it reads JSON and PNG, modding means opening a file.
Where the knowledge comes from
The decoders live in sylpheed-formats, pinned by revision — a
separate project, where the reverse engineering happens. Its
docs/port/HANDOFF.md is the contract: what has been decoded, what was measured
off the running game, and what is known to be undecodable. Read it before
assuming a value is on the disc.
Layout
crates/sylpheed-export/ |
disc → open formats. Regenerates export/ wholesale |
port/ |
the Godot 4 project |
authored/ |
decisions that are not on the disc, each with its reason |
export/ |
generated, gitignored, never hand-edited |
tools/ |
verification harnesses that hold the port to the reference renderer |
docs/ |
the mission, the format spec, the agent's loop prompt |
Verifying
sylpheed-cli screen render -- built from the same sylpheed-formats revision
the exporter is pinned to -- is the reference renderer. tools/verify-screen
draws every exported screen both ways and reports the largest per-channel
difference in the frame:
tools/verify-screen # every screen in the manifest
tools/verify-screen main_menu # one of them
Where the two disagree, one of them is wrong; docs/DECISIONS.md says which and
why, rather than tuning the port until the number goes down.
Status
P1. The exporter writes GP_TITLE's twelve screen builds and their sprites,
and the Godot project draws any of them statically at 1280x720 from that tree
alone. main_menu matches the reference renderer to within 3/255 on every
channel of every pixel. Next: P2, keyframe animation.