MechaCat02 002df51173 viewer: show where a cutscene's voice actually is, and let you hear it
The Cutscenes window printed the voice token as text and offered no way to play
it, which left the most confusing thing on the disc invisible.

The movie voices are one continuous XMA stream chunked into VOICE_*.slb entries
whose boundaries do NOT match the cutscene cues, so the bank named after a movie
need not hold that movie's audio. Measured, on the retail disc:

  ADV     region 433930240..437044592  inside VOICE_ADV.slb        name honest
  S00A    region 452798464..455499120  inside VOICE_S00A.slb       name honest
  RT01A   region 437044592..437345648  inside VOICE_ADV.slb        NAME LIES

RT01A's voice sits in bytes belonging to the entry named after the intro movie.
A viewer that played the name-matched bank would be confidently wrong for
exactly the cutscenes where it matters, and would look right on the two that are
easiest to check.

So the window now shows BOTH locations -- the named bank with its byte range,
and the resolved region -- and states plainly whether the name is honest,
highlighting it when it is not. Play routes through the movie form of
RequestAudio, which resolves the region rather than reading the bank.

Static data only: sound.pak and tables.pak, both on the disc.
2026-08-29 16:21:34 +02:00

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-cli and 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
  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

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.

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