main_menu ptbtn04 had goto:null and blocked:'GP_OPTIONS not in this export'. GP_OPTIONS is in the export now, entry 19 is its root, and the walk works: main_menu -> down x3 -> (A) -> the OPTIONS root renders, (B) backs out. A dead button became a real screen. 🔴 Navigation INSIDE it does not work, and that is a decode question. The exporter's detector is kind==0x3002 && !focused; the OPTIONS rows are 0x3003, so role is unknown and buttons[] is empty. Not widened here -- what 0x3003 means is the Decoder's. The circumstantial case is strong and circumstantial is exactly the standard that has cost this project three retractions. A rule of 'has a focus record therefore is a menu item' fits both screens and is still an inference about semantics from structure; not taken. Also recorded: a screen NAME only reaches the port through a full re-export, which re-transcodes both movies -- renaming one screen costs the whole tree. 🔴 And a dangerous mistake: pkill -f 'check-all' matched the CONTAINER ENTRYPOINT, whose command line contains the loop prompt, which mentions check-all. pgrep then reported the job still running after it had stopped, and pkill -9 on that pattern could have killed the session. Match on comm or list with ps and check first -- a pattern that appears in your own instructions does not identify a process.
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.