Sylpheed port agent 7dd754f8e4 port: bump the formats pin to formats-pin-2026-09-01 for the blend accessors
What I wanted from the new state: `ui_layout::sprite_blend_additive` and its
three siblings, which expose `T8aD +0x04` bit 0x02 -- the decoded blend mode.

Until this tag, `Element` surfaced `kind` (+40), `parent`, pivot, keyframes and
`focus_link`, all from the RATC record, and nothing reached the sprite's own
header. That is why the port has been carrying an authored additive map keyed by
SCREEN NAME, transcribed from the Decoder's per-draw RB_BLENDCONTROL0 log, which
cannot answer for a screen nobody drove the game to -- the Japanese menus being
the case that raised it.

Both spellings are needed, not one: `sprite_blend_additive` takes an &Element,
and `blend_additive_by_name` takes a sprite name, because a button's focused
variant is reached through focus_link and `ptbtn00f.t32` is in build.sprites
while no element carries it as `sprite`. That is exactly the sharp case in my
own map -- press_start's only additive entry IS ptbtn00f.

Pin bumped as its own commit, per PORT-MISSION §2. Nothing else in this commit;
the exporter does not read the new accessors yet.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX
2026-09-01 18:46:17 +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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