14ec1c1df8d8542e682f00c6c2f1b268a1364979
2 Commits
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7132c4a326 |
port: implement MODDING rule 4, and withdraw a red flag that was my own bad measurement
MODDING.md calls base-and-overrides "a design constraint on the exporter today, not a milestone to add later". Nothing read `data/mods/` at all -- the directory has existed since the monorepo merge with a .gitkeep and no code path anywhere. Eight milestones shipped past it. ExportTree.resolve() now shadows by path, and every read goes through it: screens, sprites, cues, the music bed, movies. MenuAudio was reading tree.root directly and would otherwise have made audio the one asset kind a mod could not touch, for no reason a modder could have guessed. No manifest, no registration step -- the path IS the registration, which is the whole of the rule. One tree, not a stack: layering needs a load order and nobody has asked for one, so data/mods/README.md says that rather than inventing it. Every shadowed file is printed as it is read. The first version summarised in _ready, before any asset had been read, so it always said "nothing shadowed yet" -- a report structurally incapable of reporting anything, which is worse than none because it looks like an answer. data/mods/ was NOT gitignored, and that is a hole in a hard rule: a mod is usually an edited game asset, and this was the one directory a user is invited to put modified sprites in and git would have taken them. Now excluded except the README. Gate: a synthetic 203x43 magenta PNG (nothing disc-derived) at data/mods/sprites/title/main_menu/ptbtn01.png changes 8501 pixels in a bounding box of exactly 203x43 at the button's position, and `check` still passes. RAISED, NOT RESOLVED: MODDING.md says the tree is data/base/, PORT-MISSION.md §3 and the exporter and .gitignore say export/. Both are mission files and only the human changes a mission. REFUTATION on Q3's paint-order key: 2 of 16 screens did not match a stable sort by layer key -- but that was my test. pgloading_eff00.prm carries NO layer key (layer_source "none"): a primitive with no sprite header and no implied-name fallback. I sorted keyless first; the decoders put it last, which is right, since it is the full-screen black quad and HANDOFF's own sentence is that the fade quad paints last. Completing the rule to "keyless last" gives 16 of 16. SURVIVES. Recorded because the published claim does not say where a keyless element goes and there is one in the archive. Separately the tie-break's reach looks understated: 105 elements share a layer key across 12 of 16 screens, where HANDOFF characterises the cost as "one element's blend on one screen". WITHDRAWN, and it was mine: I filed "the runtime mix has no headroom" in red twice, off a peak reading. Measured properly it is 43 samples at full scale in 5.9 s and 24 in 98.5 s, longest run 0.25 ms -- the disc's own confirm cue on a transient, possibly only in the 16-bit save. Nothing changed, deliberately: attenuating would be an unmeasured level decision of the kind I refused for the loop point. A peak reading is not a clipping measurement. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WM5XL4HfrHuxz8RiMWdCMC |
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65cefa74c3 |
monorepo: one repository for the decoders, the port and the corpus
Some checks failed
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.
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