The previous commit on this branch made `tools/zq.py` look for its database at
`<repo root>/sylpheed.db`, and its refusal message tells people to put one there.
Nothing ignored that path. The database is a build artefact of several hundred
MB, so a single `git add -A` would have committed it into a public repository's
history — the class of blob CONSOLIDATION.md's history-rewrite fork exists to
argue about.
Anchored (`/sylpheed.db`, plus DuckDB's `.wal`) so it covers only the default
location, not any file of that name elsewhere. Verified by creating the files:
both ignored, `git status` silent, and a `sylpheed.db` in a subdirectory is not
swallowed by the rule.
Found while writing the Phase 7 steps: moving the 336 MB database out of
`xenia-rs` before that clone is deleted is exactly how someone would put it here.
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.
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.
Corrects the split I got wrong in 965c3f7. The container is for reverse
engineering, now focused on the menu port; a SEPARATE agent builds the port from
its investigation results. My previous version had the container agent writing
the exporter and the Godot project, which is not the intent.
This lands on the research/engineering line that was already in the estimate:
the container agent takes the research half, the port agent the engineering half.
docs/port/MISSION.md is now a list of open QUESTIONS (Q1-Q9) rather than build
milestones, ordered by what blocks the port earliest -- the keyframe time unit,
which build is which screen state, paint order for the six screens, button ->
GamePart, navigation semantics, the boot sequence driver, transitions, menu
audio bindings, and video binding. Each is done when a written result with
evidence exists, not when something compiles. S1, the Ready Room probe, stays
gated at one iteration and a go/no-go.
Most of these are BEHAVIOUR questions -- timing, transitions, what a d-pad press
does at the end of a list -- so the mission and the loop prompt both push hard
on measuring the oracle rather than reasoning from the file.
docs/port/FORMAT.md is deleted. The export schema is the port agent's design and
was not mine to specify. It is replaced by docs/port/HANDOFF.md, the single page
the port agent reads: a status table, what is already settled and can be relied
on today, and the facts that will trip the port up (the WMV3/WMA Pro intro, the
Static.slb size over-declaration, the voice-vs-music downmix, JNGL_001).
The derived/authored idea survives as the thing it always was -- a finding, not
a design. Every answer must be classified DECODED, MEASURED or UNDECODABLE-with-
reach, and never a fourth thing, because measured and undecodable both mean the
port agent is authoring that value and has to know it. Labelling a guess as a
decode would put it into the port wearing the badge of a measurement.
Reverts the Godot install from the RE container, its AGENT.md section, and the
export/ gitignore entry -- none of that belongs on this side of the wall.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Sets a new mission: boot the real disc through developer splash -> intro video
-> title -> main menu -> submenus in Godot 4, interactively, with no gameplay,
no 3D and no emulator.
docs/port/MISSION.md defines it -- eight gated milestones, each finished by an
ARTIFACT rather than by compiling, plus the Ready Room as an explicitly gated
stretch goal with a one-iteration probe that decides go/no-go. GP_READY_ROOM is
1106 entries with 6 recoverable names and is ISL-scripted, so it is either a
week or a quarter, and the agent must not start it on its own authority.
Architecture, per the user's decision: the Godot project is INDEPENDENT of the
Rust viewer and never reads a disc format. An offline Rust exporter converts the
disc into open formats; Godot reads only those. No GDExtension, no Rust in the
Godot project, and sylpheed-viewer is off limits -- it stays the human's
verification tool with its static-data rule intact.
docs/port/FORMAT.md specifies the open format, versioned, because modding is the
port's second goal and that makes the layout a deliverable rather than a temp
directory: JSON over XML (Godot parses JSON natively; its XMLParser is SAX),
names never hashes, provenance in every generated file, and unknowns listed
rather than guessed.
The discipline the whole thing rests on is the derived/authored split. `export/`
is regenerated wholesale and never hand-edited; `authored/` is hand-written and
survives a re-export. Three things this milestone needs are NOT on the disc in
any decoded form -- which button does what, paint order, and menu sound cues --
so they live in `authored/` with a stated `why`. Deleting an authored entry
because the exporter can now emit it IS the measure of progress.
`export/` is gitignored: it is generated from the user's own disc and this stays
a clean-room repo.
Container: adds a pinned Godot 4 (windowed under Xvfb for screenshots, plus a
headless wrapper). ffmpeg already carries libtheora, which is the video target --
Godot 4 plays only Ogg Theora natively and the disc's ADV.wmv is WMV3/WMA Pro.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Canary backs the whole guest address space with one shared-memory file, so the
game's RAM is readable from the host while it runs -- no debugger, no emulator
patch. That turns the parked Route-B question (fields the IDXD omits because
they sit at their default) from "unreachable" into a table lookup.
gmem.py maps guest VAs into /dev/shm/xenia_memory_* via Xenia's fixed table and
searches only the allocated extents, so a full-RAM scan is ~0.2 s.
weapon_runtime.py finds the parsed objects by scanning for their vtable, then
*solves* the struct layout instead of guessing it: every (field, offset,
encoding) triple is scored against the disc records, and a binding is accepted
only with zero contradictions -- and marked confirmed only when >=10 records
agree on >=3 distinct values, because a field whose samples are all one number
matches any offset holding that constant.
Result: Weapon (0xc0) and Shell (0x200) mapped, 4393 values the disc does not
carry, for all 126 weapons at 5 % save progress. Cross-checks hold -- the
Arsenal DATA SHEET read 4 for wep_05/wep_60 Max. Lock Ons and the memory read
agrees; the in-flight HUD's 06000/00300 match LoadingCount; all 252 objects are
byte-identical across a screen change, so this is definition data, not state.
Two findings fell out: `IsCharging = Yes` switches LoadingCount and
TriggerShotCount to float32 (it partitions the 8 float-encoded records exactly),
and two .tbl entries declare Shell_TCAF_Ship_AAGun with conflicting Power -- the
runtime keeps the one that omits it.
Where the defaulted values *come from* (the IDXD's undecoded binary node region
vs code defaults) is not settled here; they vary per weapon, so they are not one
constructor constant.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>