P1. The project reads only `export/` -- the manifest, a screen's JSON and its PNGs -- and draws every element at `rest`, in the export's own `paint_order`. Three choices worth the words: * `ExportTree` addresses screens by manifest NAME, never by path, and checks `format` on the manifest and on each screen before drawing. Textures are decoded from bytes at runtime rather than Godot-imported: `export/` is gitignored and regenerated wholesale, and a `.import` per sprite would be derived state next to derived state, invalidated on every re-export. * One CanvasItem draws the whole screen. `paint_order` is already back-to-front, so honouring it is a loop; spreading it across sixteen nodes' z-indices would hide the one unresolved thing about that order -- the ties -- behind Godot's sibling rules. * The screen renders into a SubViewport sized to the export's `design` rect. Capturing the window instead gave 1280x720 of screen minus a window manager's title bar: 1235x695. A gate that rescales that to compare against a 1280x720 composite is measuring the compositor. Nearest-neighbour filtering, because the export is a 1:1 copy of the disc's texels, elements draw at up to 500 %, and it is what `ui_layout::blit` does -- so a filter difference cannot masquerade as a placement difference in the diff. No keyframe interpolation and no focus state: both depend on constants that are MEASURED rather than decoded (HANDOFF Q1, Q5), and a pixel-diff gate must not have one of those inside it. P2 and P5.
Sylpheed Godot
A clean-room Godot 4 port of Project Sylpheed: Arc of Deception, starting with the menu shell: developer splash → intro video → title → main menu → submenus.
You need your own copy of the game. Nothing in this repository is game content. An offline exporter reads the disc you supply and writes an open, moddable asset tree; the Godot project reads only that tree and never touches a disc format.
your disc ──▶ crates/sylpheed-export ──▶ export/ ──▶ port/ (Godot 4)
(Rust; decoders come from JSON + PNG reads ONLY
sylpheed-formats) + OGG + OGV open formats
Why the wall
Two reasons, and the second is the interesting one:
- Godot cannot read IPFB archives, RATC bundles, T8aD textures, XMA banks or WMV video, and it should not learn to.
- Modding is a goal of this port. If the runtime reads the original formats, modding means reverse engineering. If it reads JSON and PNG, modding means opening a file.
Where the knowledge comes from
The decoders live in sylpheed-formats, pinned by revision — a
separate project, where the reverse engineering happens. Its
docs/port/HANDOFF.md is the contract: what has been decoded, what was measured
off the running game, and what is known to be undecodable. Read it before
assuming a value is on the disc.
Layout
crates/sylpheed-export/ |
disc → open formats. Regenerates export/ wholesale |
port/ |
the Godot 4 project |
authored/ |
decisions that are not on the disc, each with its reason |
export/ |
generated, gitignored, never hand-edited |
docs/ |
the mission, the format spec, the agent's loop prompt |
Status
Pre-P0. Nothing runs yet.