Commit Graph

3 Commits

Author SHA1 Message Date
Sylpheed port agent
980b717fb0 port: play the keyframe timeline, with the time unit authored in one place
P2. A keyframe is the start of a linear ramp toward the next; `ScreenView` walks
them at `time_units` and `boot.gd` advances that in real time, or freezes it with
`--time=<seconds>`.

`authored/timing.json` holds the ONE constant this needs. HANDOFF Q1 is answered
-- linear, 2 units per rendered frame, 1 unit = 1/60 s -- but that conversion was
MEASURED off the running game, not read from a file, so it is authored rather
than exported and it says so at length. Expressed as units-per-second, because
60 is exact and 0.01666... is a decimal a reader has to recognise.

The timeline stops at the last TIMED keyframe and never plays the exit. Every
group's final keyframe carries no `t` -- across this export it is a fade-out for
116 of 134 elements, a scale-and-slide exit for 12, and identical for 6 -- so
playing into it would mean inventing how long the ramp takes. That duration is
the screen transition, it is measured at ~0.4 s, and it is P3's to author with
its own evidence. `exit_ramp_seconds` is therefore null on purpose, not missing.

`--pose=rest` keeps the P1 behaviour available: since the port's default is now
the timeline and the two DISAGREE, renderer-vs-renderer diffing has to be able to
ask for the same assumption the reference renderer makes.

The interpolation is checked by where it lands: on 8 of the 12 screens the
settled timeline is byte-identical to the rest render.
2026-08-28 19:51:57 +00:00
Sylpheed port agent
19ad10e49c port: Godot draws an exported screen at its resting pose
P1. The project reads only `export/` -- the manifest, a screen's JSON and its
PNGs -- and draws every element at `rest`, in the export's own `paint_order`.

Three choices worth the words:

* `ExportTree` addresses screens by manifest NAME, never by path, and checks
  `format` on the manifest and on each screen before drawing. Textures are
  decoded from bytes at runtime rather than Godot-imported: `export/` is
  gitignored and regenerated wholesale, and a `.import` per sprite would be
  derived state next to derived state, invalidated on every re-export.

* One CanvasItem draws the whole screen. `paint_order` is already back-to-front,
  so honouring it is a loop; spreading it across sixteen nodes' z-indices would
  hide the one unresolved thing about that order -- the ties -- behind Godot's
  sibling rules.

* The screen renders into a SubViewport sized to the export's `design` rect.
  Capturing the window instead gave 1280x720 of screen minus a window manager's
  title bar: 1235x695. A gate that rescales that to compare against a 1280x720
  composite is measuring the compositor.

Nearest-neighbour filtering, because the export is a 1:1 copy of the disc's
texels, elements draw at up to 500 %, and it is what `ui_layout::blit` does --
so a filter difference cannot masquerade as a placement difference in the diff.

No keyframe interpolation and no focus state: both depend on constants that are
MEASURED rather than decoded (HANDOFF Q1, Q5), and a pixel-diff gate must not
have one of those inside it. P2 and P5.
2026-08-28 19:31:03 +00:00
MechaCat02
38541c153b scaffold the Godot port, as its own repo with its own agent
The port is deliberately separate from the reverse-engineering project: its own
repository, its own clone, its own container. Two writers in one working tree
means files change under whoever is mid-edit and a `git add -A` by one sweeps up
the other's work -- which happened today in the Reborn tree, so this is set up
not to repeat it.

The wall: Godot never reads a disc format. An offline Rust exporter converts the
user's disc into JSON + PNG + Ogg, and the Godot project reads only that. No
GDExtension, no Rust in port/. Beyond the practical reason -- Godot cannot read
IPFB, RATC, T8aD, XMA or WMV -- there is the design one: modding is a goal, and
if the runtime reads the original formats then modding means reverse
engineering, whereas if it reads JSON it means opening a file.

The decoders come from sylpheed-formats PINNED BY REVISION (47f423f), not
vendored and not reimplemented. `sylpheed_formats::media` in particular already
owns every case where one playable thing is not one archive entry: entries that
span segment files, banks with several sub-waves, and the cutscene voices, which
are one continuous XMA stream chunked into VOICE_*.slb entries whose boundaries
do NOT match the cues. That last one is the easiest thing in this project to get
subtly wrong, so the mission says outright not to re-derive it.

docs/MISSION.md is the objective (P0-P7, each gated by an artifact rather than
by compiling). docs/BLOCKED.md lists what cannot proceed until the RE agent
answers Q1-Q10, and says plainly that none of it may be guessed -- this agent
has no emulator and no oracle, so a value it invents is indistinguishable from a
decoded one a month later.

The container is deliberately small: 3 cpus / 4 GB against the RE container's
6 / 7, and an image with no C++ toolchain, no Vulkan stack and no emulator. Two
full-size containers do not fit on this box beside a desktop.

Its launcher sets the git identity through GIT_AUTHOR_*/GIT_COMMITTER_* rather
than writing [user] into .git/config -- the config route captures every commit
made in that tree, including a human's, which is how six of today's commits
ended up attributed to the RE agent.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 17:56:44 +02:00