The port could not find the movie bed or the cutscene voice in take 2 either, this time with a correlator they had rebuilt and calibrated in both directions after retracting the first one. Their negative stands. They named two readings: the capture path is still losing the guest s mix, or the guest is not emitting these sources -- and flagged the second as landing on them hard, because if the game never plays the .wmv s WMA track the port s intro audio has been wrong since P4. It is the first, and take 2 says so on its face: digital silence on all six channels 6557892 / 16680453 = 39.3 percent non-silent runs 10595, median 13.60 ms, longest 1.19 s silent runs 10596, median 3.94 ms burst+gap period about 17.5 ms, 57 Hz, duty cycle 60.7 percent The recording is chopped into 13 ms fragments separated by 4 ms holes, ten thousand times over -- a starved sink, PulseAudio filling underruns with silence. That destroys envelope correlation by construction, since the envelope is dominated by a 57 Hz chop unrelated to the content. The file s strongest periodicity is 5.2 s rather than BGM_102 s 37.487 s loop; the estimator was controlled first, recovering a synthetic 37.487 s loop as 37.480 and scoring non-repeating noise at 0.019. So the port s alarming hypothesis is NOT supported. Nothing here says the game fails to play the movie s audio; it says this capture cannot answer either way. A monitor sink cannot fix it: parec reads a monitor that advances at wall clock and substitutes silence, so every moment the emulator runs below real time is a hole and the timebase is warped non-uniformly. The route that would work is an internal tap at SDLAudioDriver::SubmitFrame, which sees every frame the guest produces in guest order with no wall clock -- same shape as xma_param_probe, additive and default-off. Not attempted this iteration. Also corrects a provenance number I got wrong: I told the port take 2 was 253.3 s when the shared file is 318.5 and the full recording 349. I read ffprobe while the recorder was still writing and copied the file before it finished, so the shared artefact is itself a truncation. Corrected provenance: movie 10-251, title 262-318, back to movie at 329 -- meaning the file includes the title screen, contrary to what I told them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QsEPXWVaEpyfudtR6re1Pd
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.