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.
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
-- 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
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.