Two tooling fixes, both needed before P1 can diff anything.
`build-export` was calling `sylpheed-export --disc ... --out export`, which P0
broke when it moved the exporter behind `export` / `check` subcommands. It is a
regression from 8dd0577 and this is the fix. It now also runs `check` after
exporting, because `export` writes a tree and `check` is the only thing that
says the tree is readable by something other than the program that wrote it.
`build-reference-cli` is new. `sylpheed-cli screen render` is the reference the
Godot port gets diffed against, and the only copy of it in the container is
/reborn/target/release, which has two problems: the release binary predates the
`screen` subcommand entirely, and /reborn is a LIVE mount of the other agent's
working tree -- it moved from e81dcad to f5e7426 during a single iteration. A
reference renderer that runs different decoders than the exporter puts a free
variable in every pixel diff, so this builds the CLI from the same pinned
revision the exporter uses and drops it on the persistent target volume.
Both are COPY'd into the image at Dockerfile:76, so neither takes effect in a
running container until the image is rebuilt. The reference CLI is already built
into the target volume by hand, so P1 is not blocked in the meantime.
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 |
docs/ |
the mission, the format spec, the agent's loop prompt |
Status
Pre-P0. Nothing runs yet.