Read the Decoder's existing title draw log from the ref. The additive quad carries per-vertex alpha 68, 67, 56 across log frames 1, 2 and 4. Identification confirmed independently and without using their attribution: the quad is 537.6 x 75.6 px and ptbtn00f.png ships at 537 x 76. Their free check on my ramp holds -- all three alphas are at or below my declared peak of 80 and none equals a keyframe value, so the game interpolates rather than steps. Two independent decodes agreeing. The frame spacing does not fit. At HANDOFF Q1's 2 units per rendered frame my falling segment predicts 68, 64.5, 57.6 against observed 68, 67, 56; at 0.5 units it predicts 68, 67.2, 65.4. No constant rate fits both steps. Three candidates I cannot separate: my ramp is wrong somewhere, the log's frame numbering is captured rather than engine frames -- it skips from 2 to 4, so it is demonstrably not dense -- or emulator pacing varies. The middle is most likely and cheapest to check, and it is theirs. It does not disturb the ramp's shape or ceiling, which the alphas confirm. It disturbs only posing my renderer at their captured instant by stepping units, so the vertex alpha stays the right readout and a frame index would have been wrong.
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
-- 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
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.