MechaCat02 d475e78d80 port: pin Godot 4.7.2, and decide the MCP/skills question
The pin was 4.3, chosen without checking; 4.7.2 is the current stable (released
2026-08-18). Getting this right matters more here than usual because the project
diffs Godot screenshots against a reference renderer, so the engine version is
part of the measurement.

No Godot MCP server. Not because they are bad -- the mature ones need a LIVE
editor plus a WebSocket plugin and a Python server, which is a daemon, an editor
process and a second runtime added to an unattended loop. And their headline
feature, scene-tree introspection and node manipulation, is built for someone
hand-authoring scenes in the editor. This port GENERATES screens from exported
JSON: the agent writes a loader, not a scene tree, so the feature that justifies
the complexity does not apply. What it actually needs to verify itself -- run
headless, screenshot, diff against sylpheed-cli screen render -- is already a
bash job.

Third-party skill packs are the opposite trade: pure context, no runtime. Worth
revisiting, deliberately not installed now, because a skill is instructions
injected into an agent running with approvals disabled -- a supply-chain
decision, not a default -- and because P0/P1 need no advanced GDScript. The
agent may propose one, naming the milestone it unblocks, for a human to vendor
and review.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 20:07:39 +02:00

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:

  1. Godot cannot read IPFB archives, RATC bundles, T8aD textures, XMA banks or WMV video, and it should not learn to.
  2. 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
docs/ the mission, the format spec, the agent's loop prompt

Status

Pre-P0. Nothing runs yet.

Description
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Readme MIT 820 MiB
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Rust 57.6%
Python 27.7%
Shell 10.6%
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