The reference renderer was a revision behind for three consecutive diff runs and nothing said so. After the pin bump, `build-reference-cli` reported success at rev5414db3and `verify-screen` showed main_menu jumping 3/255 -> 72/255. The natural reading was that the port had regressed. It had not: the port was right and the REFERENCE was stale. The shared CARGO_TARGET_DIR still held a `sylpheed-cli` built from8b6dbcf, cargo said "Finished in 0.13s" and left it there. A clean target dir built a binary resolving ptframe1 to (440,108) t=62; the shared one still said (620,108) t=16. The old check -- does `screen list` run -- cannot catch this. A stale binary runs perfectly. So: build into `$CARGO_TARGET_DIR/reference-cli/$rev`, keyed by the pin, where a new revision has no artifacts to reuse. Then verify the binary AGAINST export/: both come from the same pin, so if the CLI resolves ptframe1's rest differently from what the exporter wrote, the two halves of the verification are not the same revision and it fails loudly. It compares the two rather than asserting a literal, so it stays true when the pin moves again. docker/bin is baked into the image, so this needs an image rebuild to reach PATH; until then invoke the repo copy by path.
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.