A snapshot of the non-game files as of0148cb8("port: F5/F6 hand-off -- one-minute human checks, and a refutation attempt that survived", 2026-09-04), the tip of auto/port-p6-audio. The branch was deleted from the server on 2026-09-17 during the consolidation cleanup; issue #7 asks for this work as a reviewable PR, so it is recovered here before the commits are garbage collected. Contents: the 84 files the branch changed relative to its fork pointb305aa4, which is this commit's parent. The tree is therefore 0148cb8's tree with the 854 exported game assets left out -- export-probe/, export-probe2/, three .wav renders of game audio and adv-v2-screenlog.tsv. Game data stays out of git; the exporter regenerates those from the disc. docs/port/DECISIONS.md still refers to them by name. Not recovered: the branch's own 366 commits. Keeping them would make those assets reachable again, so this is one snapshot instead. The original commits stay unreferenced in the server's object store, and in this clone under the local branch archive/port-p6-audio, until either is garbage collected. Refs #7. The OPTIONS work that issue #6 asks for is a subset of this branch, also recovered as recover/options-menu. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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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.