Docker on the dev boxes is rootful, so without `--user` every byte the build writes into the bind-mounted repo is owned by root and the user needs `sudo` to delete their own artifacts. This is not hypothetical: `export/` in a working tree held 227 root-owned paths (149 MB) from earlier runs, and the `sylpheed.db` regen in the workspace CLAUDE.md writes straight into /work, so it lands root-owned every time. The catch is that the daemon creates a named volume root-owned, so a `--user` container cannot write /cargo or /target at all. So take ownership of both volumes first -- once, and only when it is actually wrong, since a recursive chown across a ~36 GB target volume is not something to repeat per invocation. Both are sampled, not just one, because an older run can leave them drifted. Volume names become overridable (SYLPH_CI_CARGO_VOL / SYLPH_CI_TARGET_VOL), which is what let the chown path be tested without touching the real caches. Placed above the corpus-mount block so it does not collide with #53. Measured, not assumed: * fresh root-owned volumes -> chowns once, then writes as uid 1000 * second run -> no chown, correctly cached * `cargo check -p sylpheed-ppc` through the runner -> passes, exit 0 * a file touched in /work -> owned fabi:fabi, removable without sudo Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Sylpheed
A clean-room reverse engineering and port project for Project Sylpheed: Arc of Deception (Xbox 360, 2007).
Three things live here, in one repository so that a change spanning them lands as one commit:
| The decoders | crates/sylpheed-formats — the disc's formats, read and verified disc-wide |
| The port | port/ — a Godot 4 project, plus crates/sylpheed-export which converts a disc into the open asset tree it reads |
| The corpus | docs/re/ — what has been reverse engineered, with its evidence, its retractions and its dead ends |
You need your own copy of the game. No game content is in this repository and none ever will be. The exporter reads the disc you supply.
The oracle is the real game
sylpheed-cliand the Explorer are tools for verifying our decoding. They are hypotheses under test and they have been wrong. When something must be checked against the truth, the truth is the game running in Xenia Canary, captured — not any renderer of ours.
This is stated first because getting it backwards is the most expensive mistake this project has made.
Layout
crates/
sylpheed-formats/ the decoders. Disc-wide verified; the corpus is its spec
sylpheed-cli/ headless tools -- render a screen, dump a table, probe audio
sylpheed-viewer/ the Explorer: a human's window onto the disc. STATIC data only
sylpheed-export/ disc -> the open, moddable asset tree
port/ the Godot 4 project. Reads open formats ONLY
authored/ decisions that are NOT on the disc, each with its reason
data/
base/ generated by the exporter. Gitignored, never hand-edited
mods/ drop-in overrides. Yours
docs/
re/ the corpus: findings, refutations, method traps
game/ how the game is navigated -- menus, modals, flight
port/ the port's mission, its handoff contract, modding rules
-- and RUNNING.md, which is how you actually start it
agents/ how the agent team works together
tools/ capture harnesses, probes, the share tool
exchange/ transient inter-agent files. NOT in git
docker/ the agent containers
Where to start
docs/re/INDEX.md— what is decodeddocs/re/REFUTED.md— what has been tested and dieddocs/re/METHOD.md— traps this project has already paid fordocs/game/navigation.md— how the game is navigateddocs/port/MODDING.md— why the asset tree looks the way it does
Xenia Canary is a separate repository: it is a fork tracking upstream, and it carries our instrumentation.
Conventions
Confidence is per claim, never per document: ✅ CONFIRMED · 🟡 PROBABLE ·
❔ HYPOTHESIS · ❌ REFUTED. A withdrawn result is kept with its reasoning
rather than deleted — that is why the numbers here can be trusted.