FORMAT is bumped to v2 with a "Changes from v1" table giving a reason per row.
v1 was written before HANDOFF answered Q1 and Q3 and before the two-colour
modulate was known; each change is a thing v1 could not have said. The paint
order moves from `unresolved` into the export, because Q3 decoded it — a u16
layer key at +0x0A, stable-sorted — and a decoded answer is read in the
exporter. `paint_order_ties` replaces it, because the tie-break is still
unknown.
Where a layer key is not in the file it comes from the decoders' table of keys
measured off the running game. That is a different kind of fact, so it is
labelled: `layer_source` is "sprite", "implied" or "none".
BLOCKED is reconciled against HANDOFF at /reborn e81dcad. Seven of its ten rows
are answered and are moved out; what remains is Q8 (no cue-to-event binding),
the two Q10 unknowns (which BGM, and where a loop restarts), Q9's unsettled
skippability, Q4's untested NEW GAME, and Q6's undecoded boot driver.
It also raises one question back, found by counting the export rather than by
reverse engineering anything: the decoders document a .t32 element's pivot as
"exactly half the decoded texture's dimensions (verified 7/7 on the tutorial
bundle)", and on GP_TITLE that holds for 55 of 93 sprite-bearing .t32 elements.
38 do not, some grossly — ptlogo_back2 is 1118x262 with pivot (500,117) where
half is (559,131). It changes nothing today, because the exporter emits the
declared pivot and the pivot only matters when scale != 100%. But scale IS
animated here — 177 keyframes across GP_TITLE are not 100%, including on the
title screen P1 has to draw — so the question of what the running game anchors a
scale to is worth an answer before P2. Noted there that the port and
`sylpheed-cli screen render` make the same choice, so a P1 diff cannot
distinguish them and their agreement is not evidence.
Sylpheed Godot
A clean-room Godot 4 port of Project Sylpheed: Arc of Deception, starting with the menu shell: developer splash → intro video → title → main menu → submenus.
You need your own copy of the game. Nothing in this repository is game content. An offline exporter reads the disc you supply and writes an open, moddable asset tree; the Godot project reads only that tree and never touches a disc format.
your disc ──▶ crates/sylpheed-export ──▶ export/ ──▶ port/ (Godot 4)
(Rust; decoders come from JSON + PNG reads ONLY
sylpheed-formats) + OGG + OGV open formats
Why the wall
Two reasons, and the second is the interesting one:
- Godot cannot read IPFB archives, RATC bundles, T8aD textures, XMA banks or WMV video, and it should not learn to.
- Modding is a goal of this port. If the runtime reads the original formats, modding means reverse engineering. If it reads JSON and PNG, modding means opening a file.
Where the knowledge comes from
The decoders live in sylpheed-formats, pinned by revision — a
separate project, where the reverse engineering happens. Its
docs/port/HANDOFF.md is the contract: what has been decoded, what was measured
off the running game, and what is known to be undecodable. Read it before
assuming a value is on the disc.
Layout
crates/sylpheed-export/ |
disc → open formats. Regenerates export/ wholesale |
port/ |
the Godot 4 project |
authored/ |
decisions that are not on the disc, each with its reason |
export/ |
generated, gitignored, never hand-edited |
docs/ |
the mission, the format spec, the agent's loop prompt |
Status
Pre-P0. Nothing runs yet.