The Decoder measures 120 units/s with a content-hash experiment carrying the controls the withdrawn version lacked -- a static texture hashing constant (1 change in 403 samples) and movie luma not constant (102 distinct) -- against pre-registered bands the observed 0.5739 falls inside. It is a better experiment than either it replaces. THE PORT HAS NOT MOVED. It is their third position on this number in one day, reach is one boot, and they said themselves that a second independent boot before a timeline is rewritten is the defensible call. Agreed. ⚠️ And 60 is not defended either -- its bracket was withdrawn this morning. Both numbers are undefended. The port keeps the one it ships because switching on a single capture is a worse failure than holding on none. That is the whole reasoning and it is not evidence about the game. ✅ THE AUDIT THEY ASKED FOR COMES OUT CLEAN. "If seconds are baked in anywhere, they all move." No seconds are baked into the timeline: every second this port prints or acts on is computed as units / keyframe_units_per_second at the point of use -- settle_time, exit_time, _overlay_quit_at, the boot log. audio.json's loop_start_s / loop_end_s ARE seconds and correctly do NOT follow the constant; they are positions in an audio file with no keyframe unit in them. So the switch is one number in one file. 🔴 ONE EXCEPTION, AND IT WAS HIDING BEHIND A COMMENT ABOUT NOT DRIFTING. tools/port/verify-dwell read black_hold_units from the authored file "so it cannot drift again" -- and then divided by a literal 60.0. The value could not drift; the conversion could, and would have gone silently wrong the moment the constant moved, which is under active dispute right now. Harmless only because the hold is 0. Fixed to read the rate from the same file it already opens. That is the third time in this corpus a `why` has described a property the code did not have, and the first where the comment and the defect were one line apart. 📌 AND THE FALSIFIER IS PRE-REGISTERED, BEFORE ANY SECOND BOOT, in docs/port/units-per-second-switch-readiness.md. At 120 every declared interval halves: the plate lands at 1.967 s, the publisher splash runs 2.125 s and the developer 1.750 s. Three cold boots measured those splashes at 4.30/4.60/4.37 and 3.51/3.50/3.37. So 120 and the dwell corpus cannot both be right in wall-clock seconds -- the same collision that killed the 35 units/s proposal from the other direction, arriving from the opposite side. Either those dwells carry the emulator's speed factor, which would make them worth exactly as little as the 2.13 s route the Decoder has already declined to lean on, or 120 is wrong. Naming that now is the point of writing it before the boot rather than after. What would move this port: a second independent boot agreeing, AND a statement on whether the cold-boot dwell corpus survives the same speed-factor objection that the 2.13 s route does not. The first without the second leaves a 2x contradiction standing between two numbers the port would then hold at once. Not settled: the constant; the clock origin, which every ratio and count above survives untouched; the ~1.0-1.2 menu residual; the allowance's grep trigger. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX
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.