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.
Add an in-explorer video player for the dat/movie/*.wmv cutscenes.
Decode via the ffmpeg/ffprobe CLI (no libav linking): video streams from an
`ffmpeg -f rawvideo -pix_fmt rgba` pipe read into fixed w*h*4 frame chunks over
a bounded channel (paused/behind => ffmpeg back-pressures on its pipe); one
reused Image is overwritten in place each tick. Audio is best-effort: the track
is pre-decoded to a temp stereo WAV and played through a rodio Sink (volume /
play / pause / seek-via-skip_duration for free). Native-only under
cfg(not(wasm32)); VideoPreview registers unconditionally so the UI compiles for
wasm. Mirrors the .pak load pipeline (FileSelected -> bg thread ->
IsoLoaderMsg::VideoLoaded -> apply_loaded_video -> advance_video_playback), with
a single free_video teardown wired into every other viewer's reset.
Controls:
- play/pause button, click-on-frame toggle, Space / arrow (+-10s) shortcuts
- seekable timeline with mm:ss labels; volume slider (greyed when no audio)
- live scrubbing: a coalescing one-shot `ffmpeg -ss -frames:v 1` grabber always
jumps to the knob's latest position, so dragging shows the frame under the
knob in real time; that grabbed frame also bridges the gap after a commit-seek
so there's no black flash while the streaming decoder catches up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>