this container kills long runs Three results, and the middle one is deliberately not upgraded. First: NEW GAME -> DIFFICULTY -> NORMAL -> SELECT DATA -> pick a slot -> a movie plays, with no crash. The previous run's throw at 0x82307128 is therefore not inherent to the menu path -- the same six presses got through it -- which fits the incomplete-cache trigger the corpus already names. n=1 either way, and the note says so. Worth recording because one observation had already hardened once into "A on NEW GAME hangs", and it would have hardened again into "the new-game path crashes". Second: with the path open, the manifest's MS00A -> S00A.wmv finally got a runtime test, and it did NOT reproduce the quality of the attract-movie identification. The first four samples give a clean monotonic S00A playhead of 2, 6, 9, 13 s and the strongest frame matches at 0.916, but the run as a whole is not one advancing timeline, most frames sit at contrast 23-37 where this page's own rule says discrimination is poor, and one high-contrast frame prefers ADV. So it stays amber: consistent with S00A, corroborating the manifest decode, not confirming it. A clean answer needs the 30fps x11grab route rather than 5-second screenshots. Third, and it bounds the rest: the emulator vanished at ~145 s with no crash line in its own log, last entries routine MEM-WATCH at 1.15 GB RSS. Second time this session -- the other was ~50 s into a boot. That is an external kill on a box with ~1 GB free and swap exhausted, not a guest fault. METHOD and the handoff's residue table both now say dynamic experiments here have to fit in about two minutes of guest time, which is why the DELTASABER plates went unseen again: they need a mission load and the run never got there.
Project Sylpheed: Arc of Deception — Reborn
A clean-room, open-source reimplementation of Project Sylpheed: Arc of Deception (Xbox 360, 2006).
Built with Rust and the Bevy game engine. Runs natively on Windows, macOS, and Linux, and in the browser via WebAssembly.
Legal note: This project contains no original game code or assets. You must own a legitimate copy of Project Sylpheed to use this engine. Assets remain the intellectual property of SETA Corporation / Square Enix.
Current Status: Milestone 1 — Asset Explorer
- XISO disc image reading via
xdvdfs - Xbox 360 texture de-tiling (Morton / Z-order)
- XPR2 texture container parsing
- Bevy custom
AssetLoaderfor.xprtextures - Orbit camera viewer
- CLI tools: extract, list, sniff, texture info, texture export
- GitHub Actions CI (Windows + macOS + Linux + WASM)
- WASM / web build target
- Mesh format (reverse engineering in progress)
- Audio format (XMA → PCM pipeline)
- Mission data format
Repository Structure
sylpheed-reborn/
└── sylpheed-viewer/ ← Milestone 1: asset explorer (Rust/Bevy workspace)
├── Cargo.toml ← Workspace root
├── crates/
│ ├── sylpheed-formats/ # Format parsers — no Bevy dependency
│ │ ├── xiso.rs # XISO / XDVDFS disc image reader
│ │ ├── texture.rs # XPR2 container + DXT de-tiling (Morton)
│ │ ├── vfs.rs # Virtual filesystem + magic-byte sniffer
│ │ ├── mesh.rs # Mesh parser (stub — RE in progress)
│ │ └── audio.rs # Audio parser (stub — XMA TODO)
│ │
│ ├── sylpheed-viewer/ # Bevy application
│ │ ├── lib.rs # App setup + WASM entry point
│ │ ├── main.rs # Native binary entry point
│ │ ├── asset_loader.rs # Custom Bevy AssetLoaders
│ │ ├── camera.rs # Orbit camera (LMB orbit, RMB pan, scroll zoom)
│ │ └── ui.rs # egui file browser + RE notes panel
│ │
│ └── sylpheed-cli/ # Command-line tools
│ └── main.rs # extract / list / sniff / texture info commands
│
├── assets/ ← Extracted game files (gitignored)
├── .github/workflows/
│ └── ci.yml # CI: Windows + macOS + Linux + WASM
├── Trunk.toml # WASM build configuration
└── justfile # All build recipes
Getting Started
Prerequisites
# Install Rust
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
# Install just (task runner)
cargo install just
# For web builds only
cargo install trunk
rustup target add wasm32-unknown-unknown
Linux — Bevy system dependencies
sudo apt-get install -y \
libasound2-dev libudev-dev libwayland-dev \
libxkbcommon-dev libx11-dev libxi-dev pkg-config
Step 1 — Extract your disc
cd sylpheed-viewer
# Extract using the CLI tool
just extract /path/to/project_sylpheed.iso
# Or manually with xdvdfs
cargo install xdvdfs-cli
xdvdfs unpack project_sylpheed.iso ./assets/
Step 2 — Run the viewer
cd sylpheed-viewer
just run # Native viewer
just web # WASM dev server → http://localhost:8080
The asset viewer opens an orbit camera scene. Use the left panel to browse extracted game files. Click a .xpr file to preview it as a texture.
Build Commands
All commands run from the sylpheed-viewer/ directory.
just run # Run the native viewer (debug)
just run-dev # Run with hot-reloading
just build-native # Build native release binary
just web # WASM dev server at localhost:8080
just build-web # WASM release build → ./dist/
just extract game.iso # Extract an ISO to ./assets/
just sniff # Identify file formats in ./assets/
just sniff-unknown # Show only unrecognised formats (RE focus)
just test # Run all tests
just ci # Full CI: fmt + lint + test + WASM check
Technology Stack
| Layer | Choice | Reason |
|---|---|---|
| Language | Rust | Memory safety, performance, cross-platform |
| Game engine | Bevy 0.15 | ECS-first, WASM-native, data-driven |
| XISO reading | xdvdfs | Pure Rust, reads Xbox 360 disc images |
| Binary parsing | binrw | Derive-macro based, ideal for RE work |
| Web bundler | Trunk | Bevy's standard WASM build tool |
| CLI | clap | Asset extraction and inspection tools |
| Debug UI | bevy_egui | In-viewer asset browser and RE notes panel |
Key Architectural Decisions
sylpheed-formats has zero Bevy dependency. All binary format parsers live here and are testable with plain cargo test. Bevy integration is a thin layer on top in sylpheed-viewer.
WASM is a first-class target. XISO reading is gated behind #[cfg(not(target_arch = "wasm32"))] since the browser can't read local files. On the web, assets must be pre-extracted and served over HTTP.
Modding is designed in from the start. The virtual filesystem (vfs.rs) is the single choke point for all asset reads — a mod loader only needs to intercept that one layer to override any file.
Reverse Engineering Notes
Known file formats
| Path pattern | Format | Status | Notes |
|---|---|---|---|
*.XPR, *.XPR2 |
XPR2 texture | ✅ Parsing | DXT1/3/5, DXN, Morton de-tiling done |
DEFAULT.XEX |
Xbox EXE 2 | 🔬 Study | Main executable — load in Ghidra (PPC BE) |
*.XWB, *.XSB |
XACT audio | ⏳ TODO | Wave/sound banks; audio is XMA codec |
*.pak, *.p00 |
SETA archive | ⏳ Unknown | Paired header/data format |
| mesh files | Unknown | ⏳ TODO | Run just sniff-unknown to find candidates |
RE workflow
# 1. Extract and map the disc
just extract game.iso
just sniff-unknown # shows hex magic bytes of unknown files
# 2. Hex-inspect candidates
# Groups of 12 bytes at offsets: likely f32 XYZ vertices
# Groups of 6 bytes: likely u16 triangle indices
# 3. Cross-reference in Ghidra
# Load DEFAULT.XEX with PowerPC Big-Endian processor
# Search string refs to file extensions → find load functions
# 4. Implement parser
# Add binrw #[derive(BinRead)] struct in sylpheed-formats/src/mesh.rs
# cargo test -p sylpheed-formats
Next steps (Milestone 2)
- Mesh format — fingerprint with
sniff-unknown, implementmesh.rs - Audio — parse XWB headers, batch-convert XMA to WAV via
ffmpeg - Mission data — format unknown; starts after mesh/texture loading works
- Flight model — document by playing the original; implement as Bevy system
Constraints
- Never copy decompiled or disassembled game code — reimplement behavior through observation only.
- Assets stay gitignored —
assets/and*.isoare excluded. Never commit game files. - Keep
sylpheed-formatsBevy-free — parsers must be testable without a GPU. - WASM must always compile — CI enforces
cargo check --target wasm32-unknown-unknown. justfileis the source of truth for build commands — add new recipes there.
Milestone Roadmap
| Milestone | Goal | Status |
|---|---|---|
| 1 | Asset Explorer | 🚧 In Progress |
| 2 | Flying Tech Demo | ⏳ Planned |
| 3 | Combat Prototype | ⏳ Planned |
| 4 | Mission 1 Playable | ⏳ Planned |
| 5 | Full Game (all 16 missions) | ⏳ Planned |
| 6 | Mod SDK | ⏳ Planned |
Useful References
- xdvdfs — XISO disc image reader (used in this project)
- Xenia emulator — GPU/API reference (cloned at
../../xenia-canary/) - xboxdevwiki — Xbox 360 hardware documentation
- binrw docs — binary format parsing framework
- Free60 Project — open Xbox 360 hardware docs