Files
Sylpheed/docs/re
Sylpheed RE agent aac791e0e9 re: enemies come into play per phase, deployed at phase start
Cross-referencing Route_S02 with UnitGroup_S02 gives per-phase membership: phase
1 has 37 squadrons and 42 members, phase 2 has 34 and 36, phase 3 has 44 and 49,
with squadrons appearing in more than one phase so the totals overlap. The
measured deployed count, stable across many runs and from the first observable
instant, is 41 of 116 records.

41 against 42. The deployed set is the phase-1 roster, to within one record.

That makes every previously puzzling observation coherent. All 116 records exist
at mission load, confirmed on two stages, but only the current phase's squadrons
hold craft. Deployed is 41 before the ready room ends and never moves because
phase 1 deploys as a unit at load rather than on a schedule. No arrival was ever
observed in up to 435 s of verified-live flight with 42 kills because phase 1
never completed in any run, and phases 2 and 3 hold the other 85 members. And
the route times are within-phase fly-in timings rather than release times, which
fits the frames reading where Stage 01 phase 2's 1500, 1800 and 2100 are 50, 60
and 70 seconds at 30 Hz.

So enemies come into play per phase, deployed together at phase start, with each
squadron's route giving its entrance path and the moment it flies in.

The off-by-one is not explained and is recorded rather than rounded away. The
player's record may be counted differently, one squadron may hold craft in a way
the liveness read misses, or one phase-1 member may genuinely not deploy. A
one-record gap is exactly the size of the errors that have misled this corpus
before.

What advances a phase is now the single remaining question. It is directly
observable, since deployed would jump toward the phase-2 roster. It did not
happen in 435 s of verified-live flight with 42 craft destroyed, so it is
neither a short timer nor a small kill count. SUBObjectiveSettings names nine
objectives but carries only rewards and HUD strings, no trigger. Not yet
searched: StageMessageSet_S02.tbl, which has never resolved in the pak, and the
executable, whose decrypted image exists only in guest RAM.
2026-08-24 20:49:10 +00:00
..

Reverse-engineering knowledge base

This directory is the spec-side of the clean-room: it records what the original Project Sylpheed binary does (behaviour) and how its data is laid out, so that the Rust port can be implemented from these specs without re-deriving anything and without ever copying original code.

It exists to answer one question fast: "do we already know how X works, and how sure are we?"


The one rule that matters

Never document a claim more confidently than the evidence supports, and never paste original code here.

A wrong-but-confident note is worse than no note: someone builds on it and the bug hides for weeks. Every entry therefore carries an explicit confidence and its evidence. This mirrors the project method — measure the oracle, never infer; refute before believing.

Clean-room firewall

  • Allowed: behaviour descriptions, field offsets/types, formulas, state machines, observed input→output pairs, and references to the original by address (sub_821B68C0) or to xenia-rs/sylpheed.db.
  • Forbidden here and in crates/: pasted decompiled C/C++ or verbatim disassembled function bodies presented as the thing to reimplement. Cite the address; describe the behaviour in your own words. Disassembly is a tool for understanding, not a source to copy.

Confidence levels

Level Meaning Bar to reach it
CONFIRMED Behaviour verified against ground truth. ≥2 independent observations or one observation cross-checked against an oracle (canary framebuffer, a known-correct value, a second code path).
PROBABLE Strong single-source inference. One clean observation, or an unambiguous static read of the disassembly.
HYPOTHESIS Educated guess, not yet tested. Anything else. Must say what would confirm/refute it.

Promotion requires new evidence, not re-reading the old evidence. A HYPOTHESIS that "looks right again" is still a HYPOTHESIS. Only an independent check promotes it. If evidence later contradicts an entry, demote it and record the contradiction — do not silently edit the conclusion.


When to document

  • Right after a function/structure crosses from HYPOTHESIS to at least PROBABLE — before moving to the next code path, so the knowledge isn't lost or re-derived.
  • Whenever confidence changes (up or down) — append to the Evidence log, don't overwrite.
  • Not while it's still a pure guess with no evidence — a one-liner in the relevant backlog/plan is enough until there's something to stand on.

What to document

  • Functions/code pathsdocs/re/functions/<name>.md (one file per function or tight cluster).
  • Data structures / formatsdocs/re/structures/<name>.md.
  • Keep the index in INDEX.md (one line each: name · confidence · one-line summary).

Use the templates: _TEMPLATE.function.md, _TEMPLATE.structure.md.


How we find and confirm code paths (the toolchain)

Everything joins on the guest virtual address (PC) — code addresses are fixed by the XEX load, identical across our emulator and canary.

  • Static (cheap, try first): xenia-rs/sylpheed.db (DuckDB: 25 481 functions, xrefs, strings, vtables, imports). Query with xenia-rs/zq.pyzq.py grep <str>, zq.py xref <addr>, zq.py dis <lo> <hi>, zq.py fn <pc>. Entry points are usually a string (zq.py grep MSG_DEMO) or an import (movie/XMA API) xref'd back to the loader.
  • Dynamic (when static is ambiguous): run xenia-rs with its probe suite — --pc-probe / --audit-pc-probe-hex (fires at block entry), --mem-watch (mid-block reads/writes of a VA), --lr-trace (call/return chains), --trace-instructions, --dump-addr (read guest memory). These already exist; prefer them over hacking canary.
  • Oracle (correctness ground truth): canary — the Wine cross-build xenia-canary/build-cross/bin/Windows/Debug/xenia_canary.exe (the native Linux ELF crashes / does not run — do not use it). This is the only emulator that reaches the in-game menu; our xenia-rs never got past the intro video. Use canary to observe output (capture its framebuffer for texture colours), not usually to instrument code — though its build-cross toolchain does compile, so small C++ probes + rebuild are possible when needed. Run muted, one emulator process at a time, point it at the real ISO (not the symlink).

⚠️ VA-equality caveat: join code by PC (fixed), but never assume a data VA holds the same bytes across emulators — allocators differ. Compare data by content/layout.