THE TRANSCODE CACHE HAD NEVER HIT. `video::transcode` has carried one since P4 -- a `.cmd` sidecar with the command, the source size and the channel count -- and `main.rs` clears the output tree wholesale immediately before the check, deleting the sidecar and the file it stamps. Six exports in this session paid the full Theora encode and produced five byte-identical files, roughly 48 minutes. Nothing reported it, and nothing could: a cache is silent either way and the only symptom is a wall clock that looks like the job being slow. The wipe now spares `video/` and `prune_videos` deletes anything in it this run did not claim, so the wholesale guarantee is kept rather than traded. A re-export is 20 s. SETTLE TIMES, MEASURED, and they refute more of my row than they confirm. The principle holds -- the title's rest.t is 251 units = 4.183 s where its art finishes at ~2 s -- but "everything the sequencer paces off that landmark is therefore late" does not. Measured the port the way the game was measured, by VISIBLE SPAN rather than arrival-to-arrival: publisher wordmark port 4.25 s game 4.297 / 4.604 / 4.370 developer logos port 3.50 s game 3.508 / 3.503 / 3.366 black hold port ~0.25 s game 0.2 - 0.3 title -> plate port 2.000 s (declared 120 units) game 2.247 s Dead on. My earlier reading compared the port's transition timestamps against the game's visible spans, which differ by the exit ramp plus the black hold -- the whole of the discrepancy I was about to chase, and the same definitional trap that cost this corpus 0.48 s on the plate delay. Nothing in the sequencer is changed. `dwell_seconds` stays null, now for a measured reason rather than an absent one: `timing.json` said "if a capture ever times the real boot, this is where that number goes", and the answer is that nothing goes there. Not authored, deliberately: an (A)->menu dwell, which measures 3.763 s and contains a 1.53 s guest load stall on a cold cache; and the menu build-in and (B)->title, which rest on one run where the port is already within ~0.1 s. THE VOICE PRESENTATION MOVED TO authored/, because the recommendation behind it was withdrawn as self-contradictory and the choice is now unambiguously mine. `voice.presentation` = `loudest`, and the reason to switch is a measurement, not a preference: ADV chunk 1 is MONO-IN-STEREO and chunk 2 is DUAL-MONO, so chunk 2's extra bytes encode a duplicate channel rather than fidelity. That explains the byte-rate difference and removes the only argument for `highest_rate`. ADV's dialogue now exports at +0.3 dBFS instead of -8.7, which is the SE bound's documented decode overshoot on a wave mastered at full scale. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
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
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.