Sylpheed port agent 4be90c2805 port: the frame rate is llvmpipe, not our draw path -- and my finding-4 candidate is downgraded
Last iteration left "is 9.7 fps llvmpipe or something in our draw path" open
after publishing a candidate cause off it. That is not a question to leave open,
so this iteration is the control.

Pre-registered: if the rasteriser is the limit, a near-empty scene in the same
container also runs at 10-25 fps; if our draw path is, it runs far faster, take
>100 fps as the discriminator.

  empty  161.6 fps

The engine loop, viewport and present path are not the limit, by 16x over the
menu.

🔴 AND MY FIRST CONTROL WAS NOT A CONTROL. Its fill modes drew UNTEXTURED rects
while every element the port draws is a texture, so it bounded nothing -- and it
showed: the splashes were achieving ~21 Mpx/s against that control's ~50, which
read as the port being mysteriously slow and was the control being mysteriously
fast. With a matched textured mode:

  empty 161.6 | fill3 31.5 | tex3 23.9 | fill7 12.7 | tex7 11.2

and every port screen lands inside the bracket, ordered by large-quad count:
publisher (1 quad) 17.3-25.0 ~ tex3; developer (1) 16.7-22.8 ~ tex3; title (6)
12.7-17.2 between; main_menu (5) 9.7 ~ tex7's 11.2. The port draws large
textured alpha quads on a software rasteriser at exactly the rate a software
rasteriser draws them.

⚠️ The control's own spread is 1.75x between runs (fill3 measured 18.0 once and
31.5 once), so the absolute figures are noise-dominated and only the ORDERING and
the BRACKET are load-invariant. That is what the conclusion rests on --
TEMPORAL-VERIFICATION §3, prefer the quantities with no phase.

🔴 SO MY OWN CANDIDATE FOR FINDING 4 IS DOWNGRADED, AND THIS SAYS SO PLAINLY.
Last iteration called the frame rate "the first candidate for finding 4 that is
not already dead". The quantisation argument still holds -- a fade drawn in four
steps is not a fade drawn in fifteen -- but it only bites at these rates, and
these rates are a property of software rasterisation in this container. Five to
seven full-screen quads at 720p is nothing to a GPU. Unless the human ran the
port software-rendered, this is not what they saw, and EVERY candidate for
finding 4 is now dead or near-dead.

Written as a dead end rather than left standing as a lead. Leaving a
plausible-sounding cause up after its own control has undercut it is exactly how
"close but not right" got explained four different wrong ways. The one thing that
would revive it costs the human nothing: the rate line prints on every boot now,
so their next run answers it.

What the port does NOT need, established rather than assumed: no draw-path
optimisation (161.6 fps empty, screens on the fill curve where their quad counts
put them), no texture caching (already at load_screen), no max_fps or vsync
change (would not raise the rate here, and is a presentation decision not a
defect).

Not settled: what rate the human's machine manages -- now the only open half of a
candidate I have otherwise talked myself out of; H6's +0x04 exposure; H1 (with
the Decoder); the four red verify-screen rows.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX
2026-09-01 18:23:25 +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
                      -- 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

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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