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>
24 lines
1.3 KiB
Markdown
24 lines
1.3 KiB
Markdown
# Waiting on the RE agent
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What this port cannot do until an answer lands in
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[`/reborn/docs/port/HANDOFF.md`](https://git.mc02.dev/fabi/Syplheed-Reborn).
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Recorded so it is not re-discovered every iteration.
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| Milestone | Needs | HANDOFF question |
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|---|---|---|
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| P2 keyframe animation | the unit of a keyframe time, and the ramp shape | Q1 |
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| P3 splash → title | which build is which screen state | Q2 |
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| P1/P3 correct layering | paint order for these six screens | Q3 |
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| P5 button actions | which button opens which GamePart | Q4 |
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| P5 navigation | initial focus, wrap-around, what B does | Q5 |
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| P3 sequencing | the boot order and what drives it | Q6 |
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| P3 transitions | what happens visually between screens, and its timing | Q7 |
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| P6 audio | which BGM per screen; which cue on move/confirm/back | Q8 |
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| P4/P7 video | which movie is the boot intro vs the new-game intro | Q9 |
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| P6 looping | whether a music bank's sub-waves are intro+loop or variations | Q10 |
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**None of these may be guessed.** A value invented here is indistinguishable from
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a decoded one a month from now. Where a milestone can proceed with a placeholder,
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put the placeholder in `authored/` with a `why` naming the question it is standing
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in for, so it is deleted rather than forgotten when the answer arrives.
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