Sylpheed port agent 978f4f9943 port: localise the menu residual -- nothing is displaced, and the split I expected is absent
tools/port/edge-residual-map tiles the frame at 64 px and runs the shift
discriminator inside each tile, which is what edge-residual-kind's reach statement
said it could not do. Division agreed with the Decoder: the map is mine, the
element inventory is theirs.

The first control failed and that is the useful part. A known +2 px displacement
localises perfectly but reads back +0.839 -- the slope is a linearisation and
saturates. So there are two controls now: +1 px asserts localisation AND magnitude
(+0.949), +2 px asserts localisation and sign only. A hot tile's slope is a floor
on the displacement, never a ceiling.

Result: every dx and dy in the top ten tiles is under 0.1 px. Nothing in the hot
region has moved, locally or globally, so the misplaced-soft-element candidate now
has no support on this screen. Hot tiles cluster at x 384-704, y 64-256 plus an
outlier at 640,576; the tool names nothing and the list has gone to the Decoder.

And a null: I added a flat-pixel column expecting two families, edge-only against
hot-everywhere. The hot tiles run continuously 1.24..3.37 across a median of 1.84.
What nearly manufactured the split was carrying over the frame-wide POOLED ratio
of 3.16 as the baseline -- pooling is dominated by the tiles with the most edge
pixels. Same quantity, wrong population; caught because the baseline was computed
before the claim rather than after.
2026-08-31 05:01:00 +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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