Takes the port branch up to77320d5e-- 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.08ed3dd1found 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 afterc0ae460a-- 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.
68 lines
3.0 KiB
Markdown
68 lines
3.0 KiB
Markdown
# Sylpheed
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A clean-room reverse engineering and port project for **Project Sylpheed: Arc of
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Deception** (Xbox 360, 2007).
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Three things live here, in one repository so that a change spanning them lands as
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one commit:
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| **The decoders** | `crates/sylpheed-formats` — the disc's formats, read and verified disc-wide |
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| **The port** | `port/` — a Godot 4 project, plus `crates/sylpheed-export` which converts a disc into the open asset tree it reads |
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| **The corpus** | `docs/re/` — what has been reverse engineered, with its evidence, its retractions and its dead ends |
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**You need your own copy of the game.** No game content is in this repository and
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none ever will be. The exporter reads the disc you supply.
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## The oracle is the real game
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> `sylpheed-cli` and the Explorer are **tools for verifying our decoding**. They
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> are hypotheses under test and they have been wrong. When something must be
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> checked against the truth, the truth is **the game running in Xenia Canary**,
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> captured — not any renderer of ours.
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This is stated first because getting it backwards is the most expensive mistake
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this project has made.
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## Layout
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```
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crates/
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sylpheed-formats/ the decoders. Disc-wide verified; the corpus is its spec
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sylpheed-cli/ headless tools -- render a screen, dump a table, probe audio
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sylpheed-viewer/ the Explorer: a human's window onto the disc. STATIC data only
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sylpheed-export/ disc -> the open, moddable asset tree
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port/ the Godot 4 project. Reads open formats ONLY
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authored/ decisions that are NOT on the disc, each with its reason
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data/
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base/ generated by the exporter. Gitignored, never hand-edited
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mods/ drop-in overrides. Yours
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docs/
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re/ the corpus: findings, refutations, method traps
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game/ how the game is navigated -- menus, modals, flight
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port/ the port's mission, its handoff contract, modding rules
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-- and RUNNING.md, which is how you actually start it
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agents/ how the agent team works together
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tools/ capture harnesses, probes, the share tool
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exchange/ transient inter-agent files. NOT in git
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docker/ the agent containers
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```
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## Where to start
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* [`docs/re/INDEX.md`](docs/re/INDEX.md) — what is decoded
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* [`docs/re/REFUTED.md`](docs/re/REFUTED.md) — what has been tested and died
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* [`docs/re/METHOD.md`](docs/re/METHOD.md) — traps this project has already paid for
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* [`docs/game/navigation.md`](docs/game/navigation.md) — how the game is navigated
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* [`docs/port/MODDING.md`](docs/port/MODDING.md) — why the asset tree looks the way it does
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Xenia Canary is a **separate** repository: it is a fork tracking upstream, and it
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carries our instrumentation.
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## Conventions
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Confidence is per claim, never per document: ✅ `CONFIRMED` · 🟡 `PROBABLE` ·
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❔ `HYPOTHESIS` · ❌ `REFUTED`. A withdrawn result is kept with its reasoning
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rather than deleted — that is why the numbers here can be trusted.
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