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Merges the Godot port into the reverse-engineering repository, preserving both
histories -- 1019 commits of corpus plus the port's 31, brought in by subtree
merge and then moved into place so git can follow each file across the rename.
The reason is not tidiness. The two-repo split forced the exporter to depend on
the decoders by pinned revision, and that created a whole class of failure that
now disappears: a sha reachable only from a topic branch, orphaned by a
squash-merge, breaking a fresh checkout silently at build time. It also forced a
live read-only mount of one agent's working tree into another's container, which
is why a contract file could move mid-iteration. With a path dependency, a
decoder change and the exporter change it requires land in the same commit or
not at all.
Canary stays separate: it is a fork tracking upstream.
New structure for the long term:
docs/game/ how the game is NAVIGATED -- menus, modals, prompts, alerts,
and in-game flight. Written so nobody rediscovers it. Mostly
open questions on purpose; the in-game tutorials are the
resource for the flight half.
docs/port/MODDING.md
modding as a constraint on the exporter TODAY, not a later
feature: one logical asset in one file (the disc splits nearly
everything, and resolving that is the exporter's job), names a
person recognises, PNG/OGG/OGV/JSON only, base-and-overrides so
re-exporting is always safe, provenance in every file.
data/base + data/mods
generated tree and drop-in overrides, both gitignored
exchange/ transient inter-agent files, deliberately outside history
docs/agents/ the team protocol
Both the README and the navigation doc lead with the correction that cost the
most: the oracle is the real game under Xenia Canary. Reborn's renderer is a
hypothesis under test, it has been wrong, and treating it as ground truth
propagated into three documents and both agents before a human caught it.
Scripted modding stays possible without being built: no screen name is hardcoded
in GDScript and there is no native code in port/, which is what Godot Mod Loader
needs to be able to substitute behaviour later.
65 lines
3.8 KiB
TOML
65 lines
3.8 KiB
TOML
[package]
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name = "sylpheed-export"
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description = "Convert a Project Sylpheed disc into the open asset tree the Godot port reads"
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version.workspace = true
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edition.workspace = true
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license.workspace = true
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[dependencies]
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# The decoders, PINNED BY REVISION. Not vendored and not reimplemented: they are
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# disc-wide verified in their own repository, and floating the pin would let a
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# decoder change land mid-milestone -- exactly the confusion this prevents.
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#
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# `sylpheed_formats::media` in particular owns the cases where one playable thing
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# is not one archive entry (segment-spanning reads, multi-sub-wave banks, and the
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# continuous cutscene-voice stream). Do not re-derive those here.
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#
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# Pin moved f817dd5 -> 7eeae30 on 2026-08-29. WHAT I WANTED FROM IT: `UiBuild`
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# gained a public `records` map (record name -> the nested `.rat` leaf's byte
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# range). Without it a consumer could not locate a leaf at all: `parse_build`
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# sorted T8aD children into `sprites` and `.rat` children into a PRIVATE map, so
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# the focus ring -- which lives inside `ptbtn0Nf.rat`, a record the parent
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# bundle declares no element for -- was unreachable through the public API.
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# Also brings `Keyframe::rotation_deg`, which the game does render.
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#
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# PINNED BY TAG, not by sha, and MISSION §2 now requires it. The reachability
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# risk this comment used to warn about is closed: a sha reachable only from an
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# `auto/*` branch is orphaned when that branch is deleted or -- worse --
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# SQUASH-MERGED, because squash creates new commits, so `main` would look like
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# it contained the work while this pin became unreachable. A tag is a permanent
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# ref, it says what it is here in the file, and it fails loudly at FETCH rather
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# than silently at build. `formats-pin-2026-08-29` is 7eeae30.
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#
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# Previous pin note, kept because the reasoning still holds:
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# Pin moved 5414db3 -> f817dd5 on 2026-08-29. WHAT I WANTED FROM IT: `56cc7ac`,
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# "a RATC child's name is stated, not inferred". A child was named by scanning
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# backwards for the last printable run before its magic; for `pteff05.t32` the
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# three trailing payload bytes are `38 41 58` = `8AX` and beat the real name, so
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# the FULL-RESOLUTION BACKGROUND OF ALL FIVE MENU SCREENS registered under a
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# name no element declares and resolved to no sprite. This port exported those
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# screens without their background and said so in every render as "pteff05 (no
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# sprite in the export)" -- which docs/DECISIONS.md then wrote up as correct.
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# It was not. f817dd5 is the last commit touching `crates/` on that branch.
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#
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# Previous pin note, kept because the reasoning still holds:
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# Pin moved 8b6dbcf -> 5414db3 on 2026-08-28. WHAT I WANTED FROM IT: the fix to
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# `ui_layout::rest()`. At 8b6dbcf a trailing run of identical keyframes was
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# always treated as the exit, so an element with no exit animation rested at its
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# invisible pre-roll -- `ptframe1`/`ptframe2`, the main menu's circuit bracket,
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# which a capture of the running game plainly shows. 5414db3 is the revision at
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# which that fix carries its disc-wide check (30 of 13 991 elements move, 4
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# become visible, 0 become invisible), not merely the one where it was written.
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# A PATH dependency now that the decoders and the exporter live in one
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# repository. This deletes a whole class of failure that the two-repo split
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# created: no pinned revision to go stale, no tag to keep alive, no commit that
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# a squash-merge can orphan, and no way for the exporter to be built against a
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# decoder it was never tested with. A decoder change and the exporter change it
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# requires now land in the same commit or not at all.
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sylpheed-formats = { path = "../sylpheed-formats" }
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serde = { version = "1", features = ["derive"] }
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serde_json = "1"
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anyhow = "1"
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clap = { version = "4", features = ["derive", "env"] }
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image = { version = "0.25", default-features = false, features = ["png"] }
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