The P1 gate is a pixel comparison, so it needs to be a command rather than a paragraph. `tools/verify-screen` renders each screen in the manifest both ways and reports the largest per-channel difference anywhere in the frame. Both renderers are held to the same inputs on purpose: * the reference CLI is the one `build-reference-cli` builds from the revision the exporter is PINNED to -- not `/reborn/target/`, which is a live mount of the other agent's checkout and moves mid-iteration. A pixel disagreement against a moving decoder has a free variable in it and proves nothing. * `--black`, because the screen carries its own background and the CLI's default dim slate stands in for a 3D scene that is not on this screen. * `--primitives --animated`, because the port draws every element at rest and those two flags are what make the CLI draw the same set. NOT `--focus`: nothing is focused at rest. The threshold is 3/255 -- what integer-truncating compositing in the CLI and float rounding on a GPU differ by. Above that is a placement, order or colour disagreement that needs a reason, and the script says DIFFERS rather than pretending a wider tolerance is a result.
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.