sylph-decoder 1c49c92f34 fix: unbreak the merge -- ComposeOptions grew at, the Explorer's literal didn't
`cargo build -p sylpheed-cli` after resolving the merge's one real conflict
(a rustfmt-only clash) was not "the merge is resolved" -- it only checked the
crate whose conflict I'd just looked at. `cargo check --workspace --all-targets`
finds the actual break: sylpheed-viewer's `compose_screen` builds a
`ComposeOptions` struct literal, and this branch added a field
(`at: Option<u32>`, for posing a composite mid-animation) that main's Explorer
code never had to name because every prior caller used `..Default::default()`
or the field didn't exist yet. Neither side's diff touched the other's line,
so nothing in the conflict pointed at it.

`at: None` is the only correct value here -- the doc comment on the field
already says so ("`None` keeps the settled composite, which is what every
existing caller wants"), and the Explorer's screen view has no notion of
mid-animation posing to wire up. This restores its exact prior behavior; nothing
about the Explorer's data source, static-only rule, or design changes.

PR #23 is red on this. Fixes it in place rather than opening a second PR, since
it is the same unit -- a merge I performed that did not actually leave a
building tree.
2026-09-11 20:22:52 +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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