Every checker fix this week was about a tool that could not tell 'I checked and it was fine' from 'I checked nothing'. The port had the same defect facing the person the asset tree exists for. ExportTree.resolve announces every shadow as it happens, and its comment already records why a startup summary was wrong. Nothing reported the opposite. Measured with two planted overrides, one correct and one in a mistyped directory: the correct one is announced and the typo produces NO OUTPUT AT ALL. The modder sees the port load, run, and say nothing about the file that did nothing -- MODDING rule 4's own failure mode, since base-and-overrides is only usable if an override that misses says so. ExportTree.unused_mods() and a report at run end now list them. Controlled both directions: one inert file with the typo present, silent with it removed. Getting the category right took three tries and that is the point. v1 'never used' flagged data/mods/README.md on every run, and a report with a standing false positive is one nobody reads -- precisely the failure it exists to fix. v2 'no such path in the export' was correct and still flagged the README. v3 excludes by extension with the rule checked rather than assumed: the export tree contains only png, json, ogg, ogv and cmd, verified zero .md anywhere, so a .md in data/mods could never be an override by construction. The report also separates what v1 conflated: a file whose path exists in the export but was not read this run is NOT listed. Every line printed is an override that can never apply, whatever the run does. boot.gd already had an _exit_tree and adding a second was a parse error -- the run failed loudly instead of one hook silently replacing the other, the cheapest possible failure mode and only because GDScript rejects it. Their P3 delivery is taken at the strength given: Q6's count-match has disc support for its structure -- every button record across all 16 GP_TITLE entries is ptbtn00, ptbtn01-05, ptbtn11-13 -- but it does not show that event 3 is a particular row, and they said not to author from it. flow.json already binds buttons by measured screen rather than event index, so nothing changes. Their own negative is narrower than 'not found': the DIFFICULTY search assumed four items pair with f variants, so what is established is 'not an 8-record btn-named build anywhere'. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
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.