The port found ptmsg, the main menu's footer, at alpha 127.5 at that screen's settle instant. Verified: build 5's window is [44,56] = 12 units and screen render --settle already prints 'narrow -- this bundle may never settle'. Disc-wide, elements caught mid-ramp at their screen's settle instant: 25.5 % overall, 40.9 % on windows under 10 units, 45.1 % on 10-19, falling to 11.7 % and 15.0 % on wide ones. The obvious reading of that table -- narrow window means the settle pose is bad -- is REFUTED by the screens that motivated the proposal, and I nearly published it. The two splashes have an 8-unit window, narrower than the main menu's 12, and the settle pose beats rest() there by 75x and 33x. Width does not predict quality. The predictor is the port's own statement: the settle pose wins decisively where rest() lands on a transient's peak, and loses slightly where rest() is already sound and an element arrives after the window closes. And my own rest_vs_settle filter was wrong in both directions: dropping bundles under 10 units admitted the 10-19 bucket, the worst at 45.1 %, and excluded both splashes at width 8 -- the strongest evidence FOR the proposal. A threshold taken from a documented rule of thumb and applied without checking which screens it admitted and which it threw away. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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
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.