build_12 and build_15 have rendered blank since P3 and I had filed it as a rest() casualty. It is not, and the corrected keyframe association makes it provable. pgloading_eff00, a 1280x720 black quad, is opaque alpha 255 from t=0 to t=38 and clears at t=48. Every other element on the screen peaks between t=8 and t=32 and is gone by t=32-40. So the quad covers the entire span in which any content is up, and clears only after everything else has faded. Rendered with the timeline PLAYING at t = 20, 30, 36, 40, 42, 44, 46 and 50 units, the frame is mean 0 at every one. That is not a bad choice of pose. Under the port's current layer rule there is no instant at which this screen shows anything, and a loading screen that is black for its whole life is not what the game does -- a proof by contradiction rather than a preference. THE RULE UNDER SUSPICION IS MINE AND IT IS NARROW. pgloading_eff00 carries layer_source "none" and the exporter sorts a layerless element LAST, on top. Every other full-frame primitive in the export has a layer key (main_menu, extras and title all give pteff00 0x00008030), so this only ever bites here -- which is why it survived eight milestones behind two screens nobody draws. Where a layerless element sorts is a DECODE and I have not answered it. If the game sorts it first, behind everything, the screen renders and the quad becomes a backdrop, which is consistent with the contradiction but not established. Asked rather than flipped. It does settle that verify-screen's BLANK verdict on those rows was right: sylpheed-cli agrees with the port there precisely because it shares the assumption under suspicion. Also recorded: the Decoder has withdrawn "the game never draws eff3" -- it draws all five -- and the mechanism is the one my developer-splash refutation caught a layer down. A draw batches several quads and the log dumps only the first 8 vertices, so min/max merges them; eff3 lies entirely inside eff4 so the union is exactly eff4's extent. My 525x259 was gamearts_eff merged with seta_eff the same way. Nothing in the port changes: eff3 was never dropped and the splash still draws three sprites. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
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.