sylph-decoder 227d9b0439 handoff: one units-per-second cannot be right, the splash timeline is confirmed, and H5 refuted
Three sections, the correction first.

The rate is per-GamePart: title ~57, splash ~35-40. I gave them 56.8 an hour
ago and said the reach was the title; the splashes now have their own number
with T read off the disc. The hold is what makes it safe to hand over -- 160
declared units in 4.514 guest seconds, with no T, no alpha slope and no
interpolation in the arithmetic, agreeing with the same screen's ramp which
shares none of its algebra. Told them a splash played at 60 runs 1.5-1.7x
too fast, which is a TIMELINE cause for the complaint we had both filed
under blur. Classified measured, not decoded, and told them not to extend
either number to any other screen.

The R1-re-opened 'declared timeline reproduces the captured splash' settles
in favour of the timeline: 39/50 exact under truncation, worst error one
alpha level in 255, nothing off by more than one. So their export's splash
keyframes are right and the rate was the defect.

Refutation attempt on their H5, recorded whether it survived or not: it does
not. build_12 and build_15 have identical declaration bodies, so identical
statistics is one fact rather than two coincidences -- as do 0/1, 2/3 and
11/14, while 4/7, 5/8, 6/9 and 10/13 genuinely differ. Also recorded the trap
I hit first: the dump header carries the build number, so the compared text
contained the label distinguishing the subjects and every pair read as
different. A self-comparison control caught it.
2026-09-01 17:20:59 +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
  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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