Nothing here changes what a tool computes; it changes where tools look.
- tools/re-capture: 33 censuses globbed /work/sylph_extract, a path that has
existed nowhere since /work became a clone, so they matched nothing and
printed empty results. They now resolve the disc through a new disc.py
from $SYLPHEED_DISC and exit loudly without it (the #44 fix, generalised).
Nine scripts that imported siblings from the retired Reborn checkout or an
old session scratchpad now import from their own directory. unitgroup.py
only needs the variable when --pak is not given.
- sylpheed-xex: the loader only ever uses the XEX2 retail key. The dead
devkit key and a doc comment claiming a devkit fallback that does not
exist are gone; Project Sylpheed is a retail XEX2, so no XEX1 key either.
- sylpheed-viewer: real_font_rasterizes looked for /tmp/sylph_extract and so
always skipped. It reads $SYLPHEED_DISC now, and passes against the disc.
- Comments and docs that named xenia-rs, the Reborn repository or /work/*.pe
as places to look now name sylpheed.db, Canary's ppc_context.h and the
flat .pe; docs/re/README.md no longer says the native Canary build does not
run.
Historical records keep their original paths: findings that were measured
against /work/xenia-rs/sylpheed.db still say so.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Takes the port branch up to 77320d5e -- the state the human play-tested on
2026-09-02 -- for SOURCE paths only. Not a branch merge: `auto/port-p6-audio`
is 366 commits and 938 files, and most of that must not land.
WHAT COMES IN (76 files, all human-confirmed working):
* the logo splash animation. 08ed3dd1 found it: `pose_at` ASSIGNED the settle
instant instead of clamping to it, so the splash never animated at all --
and the same bug manufactured a passing harness result, because the harness
photographed t past the settle. Confirmed by play-test: "cannot notice any
obvious difference from the actual game."
* gamepad input -- (A)/(B) bound additively (`ui_accept` ships with NO joypad
binding), stick latched with hysteresis at the game's own 61% digitise
threshold. This is what made (A), video-skip and Extras work at all.
* menu navigation and flow, menu audio, the exporter, the authored
declarations, and 23 verification tools under tools/port/.
WHAT IS DELIBERATELY LEFT ON THE BRANCH:
* everything after c0ae460a -- the F5/F6 title-timing investigation, whose own
tip commit calls itself a "hand-off for one-minute human checks". Unchecked
by definition; it goes through the new review gate like anything else.
* the OPTIONS menu work of 2026-09-03. Real, probably good, NOT play-tested.
* the F1 repeat mechanism, which its own commit calls "deliberately inert".
WHAT MUST NOT LAND, AND WHY THE .gitignore CHANGED:
545 MB of extracted game content was committed on that branch -- 850 sprite,
audio and transcoded video files under `export-probe/` and `export-probe2/`,
plus 246 MB of loose .wav and .tsv at the repo root. This repository's own
rule, in this file, is "never game content".
The rule was not missing. It was written, and it was tightened on that very
branch, with a careful comment explaining why BOTH `export/` and `data/base/`
had to be listed -- while the exporter was writing to a third name that
nobody had thought to list. Enumerating names is the thing that failed. So
the ignore rules now describe the SHAPE: any top-level `export*/`, game media
by extension, and loose capture output at the root. Verified both ways -- it
catches all four offenders and ignores nothing currently tracked.
Verified: `cargo check --workspace` clean; all nine GDScript files parse in
project context, with a positive control (an injected syntax error is detected,
3 lines) so the clean result means something. `tools/port/check-all` was NOT
run -- it needs the container, the export tree and a display.
The audio work was three parts and I shipped two. The transcode-fidelity method
and the pinned 5.1 downmix landed; the null sink -- the only one that answers
"what does the GAME play" -- I deferred to "the next natural rebuild window" and
then rebuilt both images four times without doing it.
pulseaudio-utils is now in both, with tools/audio-capture wrapping it: a null
sink is a real device as far as an application is concerned, so Canary and Godot
open it normally and parec records what they emit.
This unblocks the decoder's Q8. The cue-to-event bindings are currently a name
match against the authors' own identifiers -- a plausible guess, not a
measurement -- and capturing what the game plays on a menu move converts them.
`audio-capture run` reports the peak level and warns when the capture is silent,
because silence is the failure that looks like success: a WAV of exactly the
right duration, full of zeroes, because the application opened a different sink.
A duration check alone passes it, which is how a confident wrong number gets
made.
Merges the Godot port into the reverse-engineering repository, preserving both
histories -- 1019 commits of corpus plus the port's 31, brought in by subtree
merge and then moved into place so git can follow each file across the rename.
The reason is not tidiness. The two-repo split forced the exporter to depend on
the decoders by pinned revision, and that created a whole class of failure that
now disappears: a sha reachable only from a topic branch, orphaned by a
squash-merge, breaking a fresh checkout silently at build time. It also forced a
live read-only mount of one agent's working tree into another's container, which
is why a contract file could move mid-iteration. With a path dependency, a
decoder change and the exporter change it requires land in the same commit or
not at all.
Canary stays separate: it is a fork tracking upstream.
New structure for the long term:
docs/game/ how the game is NAVIGATED -- menus, modals, prompts, alerts,
and in-game flight. Written so nobody rediscovers it. Mostly
open questions on purpose; the in-game tutorials are the
resource for the flight half.
docs/port/MODDING.md
modding as a constraint on the exporter TODAY, not a later
feature: one logical asset in one file (the disc splits nearly
everything, and resolving that is the exporter's job), names a
person recognises, PNG/OGG/OGV/JSON only, base-and-overrides so
re-exporting is always safe, provenance in every file.
data/base + data/mods
generated tree and drop-in overrides, both gitignored
exchange/ transient inter-agent files, deliberately outside history
docs/agents/ the team protocol
Both the README and the navigation doc lead with the correction that cost the
most: the oracle is the real game under Xenia Canary. Reborn's renderer is a
hypothesis under test, it has been wrong, and treating it as ground truth
propagated into three documents and both agents before a human caught it.
Scripted modding stays possible without being built: no screen name is hardcoded
in GDScript and there is no native code in port/, which is what Godot Mod Loader
needs to be able to substitute behaviour later.