Commit Graph

4 Commits

Author SHA1 Message Date
MechaCat02
9fbb352ef0 monorepo: one repository for the decoders, the port and the corpus
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.
2026-08-29 11:34:46 +02:00
MechaCat02
91bd2543f4 feat(viewer): WMV cutscene player with scrub, keyboard + audio
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>
2026-07-11 14:31:52 +02:00
MechaCat02
d92c7ddaea feat(viewer): ISO / extracted-dir loading pipeline + native file dialog
WIP: add iso_loader.rs — bridges the async XisoReader / synchronous
GameAssets to Bevy's ECS via background threads + mpsc channels polled
per frame (no main-thread blocking); UI open-iso/open-dir/file-select
events → texture preview. Register IsoLoaderPlugin; wire asset_loader
and the egui UI. Deps: rfd (native file dialog, workspace + viewer),
futures, and bevy tonemapping_luts feature.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 07:18:45 +02:00
MechaCat02
f8127e73b0 feat: initialise workspace — Milestone 1 asset explorer
Three-crate Cargo workspace structured per PROJECT.md spec:
- crates/sylpheed-formats  — Xbox 360 format parsers (no Bevy)
- crates/sylpheed-viewer   — Bevy 0.15 asset viewer + egui UI
- crates/sylpheed-cli      — CLI tools (extract/list/sniff/texture)

Milestone 1 features:
- XISO disc image reading via xdvdfs 0.8
- XPR2 texture container parsing + Morton de-tiling
- D3DFORMAT → wgpu TextureFormat mapping (DXT1/3/5, DXN, ARGB)
- Custom Bevy AssetLoader for .xpr files
- Orbit camera (LMB orbit, RMB pan, scroll zoom)
- egui file browser + RE notes panel
- CLI: extract / list / sniff / texture info / texture export
- GitHub Actions CI (Linux, macOS, Windows, WASM)
- Trunk WASM build config

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-25 21:04:07 +01:00