Sylpheed port agent 15702d0d05 port: the game's clock is frame-based, ours is time-based, and 60 is finally supported
The --framerate_limit=30 run refuted the time-based reading on every
discriminating row, against its author's own expectation: modal alpha step stayed
17 where time-based predicts 34, units/second halved to 30.2, the publisher dwell
doubled to 8.450 s. Both controls passed FIRST -- the limiter demonstrably took
effect, and all 8 splash quad rects were identical, so nothing but the frame rate
differed. 255 x 1 / 15 = 17 at 28.4, 51.4 and 54.8 presents/s alike.

THE GAME ADVANCES 1 UNIT PER PRESENTED FRAME. This port advances
`time_units += delta * units_per_second`. Two different mechanisms that agree at
exactly one frame rate -- 60 Hz, the only rate the console ever asked the game to
be right at.

🔴 DO NOT MAKE THE PORT FRAME-BASED TO MATCH THE GAME, and the reason is now in
authored/timing.json so nobody "fixes" it. A time-based port reproduces a 60 Hz
console on hardware that is not 60 Hz; a frame-based one drifts on every machine
that is not -- and this port has measured ITSELF between 9.7 and 69.4 fps
depending on the renderer. Matching the game's mechanism would import a fragility
the game never had to survive, because the game only ever ran on one box.

⚠️ BUT IT SHARPENS WHAT 60 CLAIMS. If units/second IS the present rate, then
`keyframe_units_per_second = 60` is no longer "the unit is 1/60 s". It is "the
game presented these screens at 60 Hz on the console" -- a harder statement, and
checkable.

 And supported for the first time. Canary unlimited presents at 51-55 Hz with a
splash dwell of 4.30/4.60/4.37 s. A natively 30 Hz game would present at ~30 in
Canary too -- the framerate_limit run proves it, since forcing 30 made that same
splash take 8.45 s. It does not take 8.45 s unforced. So the game asks for ~60.

Kept as `authored`, not promoted: this is inference over three measurements
rather than a measurement of units per second. It becomes `measured` when someone
reads the console's present rate for these screens directly.

🔴 AND IT CLOSES THE CONSTANT AS A CAUSE OF FINDING 3, in the direction that
matters. Under the frame-based model the only alternative is a 30 Hz console,
which puts the plate at 236/30 = 7.87 s -- LATER than the 3.93 s shipping, not
earlier. There is NO console present rate that makes the plate arrive sooner than
this port already shows it. The human reported it late; no value of this constant
can produce that.

The method note is theirs and it is the durable part: four positions on this
number were inference over a measured quantity; this one changed an input and
watched what moved. The opportunistic comparison -- two captures that happened to
differ -- pointed exactly the wrong way, because nothing controlled what else
differed between them. One designed capture settled it against its author's
expectation.

Not settled: finding 3, still with no surviving cause; the clock origin, which
they are taking next and which every ratio and count in this account survives;
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
2026-09-01 19:42:28 +00:00

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
                      -- 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

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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