Play-test finding 4 asked, in order: is there a pass, what is it, where do its parameters come from, only then what curve. All four, from GPU state. 1. NO post-process pass. Over all 1 048 draws of frames 4..226 (both boot splashes): rt0=[tile=0 fmt=0 exp=0] on 1048/1048, pitch=1280 msaa=0 on 1048/1048, edram_mode only ever kColorDepth or kCopy, resolve dests only the two alternating front buffers, and NO texture base anywhere in the capture equals a resolve destination. The only texture bound in the whole splash region is the sprite page 0x11A50000. No blur, no bloom, no fade quad over a resolved image, no tone curve, no resolve-and-resample. 2. What it is: per frame, a full-screen replace triangle (the clear), a full-screen black quad through the ordinary blend, ONE batched sprite draw carrying every visible element (indices 4/8/12/24), and the two presentation resolves. 3. Where the parameters come from: NOT the constant banks -- the splash pixel shaders read zero float constants, ps_c[n=0] on 1048/1048, taken off each shader's own float_bitmap. NOT immediates. The fade is the per-vertex k_8_8_8_8 colour in a vertex buffer the guest rewrites every frame. 4. The curve falls out of 3 and is the corpus's existing 34/frame law, reproduced on an independent capture. Not claimed as new. And the composite is ORDINARY SOURCE-OVER, confirmed from the shader ucode rather than inferred from the blend register: the register reads ONE/ONE_MINUS_SRC_ALPHA, which looks premultiplied, and is -- because the shader premultiplies. The two together are src*A + dst*(1-A). So the 'more pronounced' fade is neither a blend difference nor a pass. The likely mechanism instead: the developer splash submits SIX quads, three logos plus three slightly-larger companions that lead them by 8 frames and are gone 79 frames early. Two over-blended copies of the same art at different scale is a halo, on screen only during the entry. Refutation attempt, recorded: REFUTED.md's re-opened rest() pair states its settling condition as 'a draw capture of the developer splash naming which of the three glows is submitted at rest'. This is that capture. All three companions ARE submitted in all 21 frames -- so no rule that hides one describes this stream -- but they are NOT interchangeable: Q6 leaves the plateau on its own -5.6/frame decay while Q4 and Q5 hold 255. The one-byte sibling difference is drawn. Trap recorded with the evidence: censusing the whole 600-frame log finds six 640x360 textures sampled ~330 times each, which reads exactly like a half-resolution blur chain. They are the attract movie's chroma planes and first appear at frame 234, after both splashes. Restricting the window is what separates them. Evidence: docs/re/data/splash-draw-pass-census.txt, docs/re/data/splash-quad-timeline.txt, docs/re/data/shaders/*.ucode.frag. Logger: canary sylpheed-re d90d14e02.
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.