P2 shipped the wrong rule and the title is the counter-example. I had reasoned that the exit is the final untimed keyframe, so anything timed was still the entry. It is not: `pteff02` on the title holds at t=46 with the 25 % dim quad at alpha 0x40 and then ramps to 0x00 by t=236. The exit can be a long run of TIMED keyframes, and running to the end drops the dim and leaves the whole screen ~13/255 too bright -- exactly the luminance excess P2 recorded (oracle 64.1, rest 62.8, timeline 80.0) and filed as an unexplained "glow slab". A group is pre-roll -> ramp in -> hold -> ramp out -> post-roll, and a screen that has arrived sits on the hold. `settle_units()` is now `rest.t`, the decoders' own identification of that hold. The check is that a disagreement vanishes: on ALL TWELVE screens the settled timeline is now byte-identical to the `--pose=rest` render, where before this four differed by up to 247/255. The timeline's endpoint should BE `rest` -- the animation is what it adds, not a different destination -- so this is the property to want, and it holds with no special case. Credit where due: this came out of the RE agent measuring the title's dim quad against a plate-free capture, in pursuit of a different question.
Sylpheed Godot
A clean-room Godot 4 port of Project Sylpheed: Arc of Deception, starting with the menu shell: developer splash → intro video → title → main menu → submenus.
You need your own copy of the game. Nothing in this repository is game content. An offline exporter reads the disc you supply and writes an open, moddable asset tree; the Godot project reads only that tree and never touches a disc format.
your disc ──▶ crates/sylpheed-export ──▶ export/ ──▶ port/ (Godot 4)
(Rust; decoders come from JSON + PNG reads ONLY
sylpheed-formats) + OGG + OGV open formats
Why the wall
Two reasons, and the second is the interesting one:
- Godot cannot read IPFB archives, RATC bundles, T8aD textures, XMA banks or WMV video, and it should not learn to.
- Modding is a goal of this port. If the runtime reads the original formats, modding means reverse engineering. If it reads JSON and PNG, modding means opening a file.
Where the knowledge comes from
The decoders live in sylpheed-formats, pinned by revision — a
separate project, where the reverse engineering happens. Its
docs/port/HANDOFF.md is the contract: what has been decoded, what was measured
off the running game, and what is known to be undecodable. Read it before
assuming a value is on the disc.
Layout
crates/sylpheed-export/ |
disc → open formats. Regenerates export/ wholesale |
port/ |
the Godot 4 project |
authored/ |
decisions that are not on the disc, each with its reason |
export/ |
generated, gitignored, never hand-edited |
tools/ |
verification harnesses that hold the port to the reference renderer |
docs/ |
the mission, the format spec, the agent's loop prompt |
Verifying
sylpheed-cli screen render -- built from the same sylpheed-formats revision
the exporter is pinned to -- is the reference renderer. tools/verify-screen
draws every exported screen both ways and reports the largest per-channel
difference in the frame:
tools/verify-screen # every screen in the manifest
tools/verify-screen main_menu # one of them
Where the two disagree, one of them is wrong; docs/DECISIONS.md says which and
why, rather than tuning the port until the number goes down.
Status
P1. The exporter writes GP_TITLE's twelve screen builds and their sprites,
and the Godot project draws any of them statically at 1280x720 from that tree
alone. main_menu matches the reference renderer to within 3/255 on every
channel of every pixel. Next: P2, keyframe animation.