sylph-decoder 8dac5aa264 re: pre-register H4 -- is the animation clock frame-counted or time-integrated?
H3 pinned 2 units per guest FRAME. The port needs units per SECOND, and that
decomposition is only valid if the clock counts frames. If it integrates
elapsed time then units/second is the invariant and units/frame is an
artefact of whatever rate the host managed.

Evidence it is time-integrated is already in hand and is the caveat H3 had
to quote: across empty label 5376 the plate's alpha moved +82 where three
adjacent labels each moved +23. 82/23 = 3.57, not an integer number of
ticks, and a fixed per-frame increment cannot produce a fractional multiple
of itself.

Instrument: the draw logger now stamps each frame boundary with
Clock::QueryGuestTickCount() and guest_tick_frequency() -- the GUEST's
timebase, 50 MHz per emulator.cc:225, scalar 1.0 per clock.cc:37. No host
wall clock enters the calculation.

Discriminator, within one run: regress alpha step against the label's guest
duration. Flat => frame-counted. Proportional => time-integrated, and the
slope is the answer.

Predicted before the run: time-integrated with r>0.9, at 60 units per guest
second, accept 55-65, 120 and 30 excluded. Stated honestly as a CONSISTENCY
prediction -- it is what the previous capture's run average implies -- not a
blind one.

Control: the same regression on ptcopyright's ramp, a different element with
a different declared segment. Two elements must agree under the
time-integrated model and need not otherwise.
2026-09-01 16:54:13 +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
  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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