Tailing the log from BEFORE the music starts cut the unsampled backlog from 616
samples spanning offsets 32..2,559,033 to 125 spanning 32..515,239, so the first
pass is sampled like any later cycle. Offsets below loop_start play exactly once,
which is why the previous run could not measure them.
Wraps at 96.46 / 158.33 / 220.21 s, gaps 61.87 / 61.87, both contexts together.
Two derivations, neither converting bits to seconds:
(a) time to read_offset crossing loop_start, plus a 1.33 s head correction at a
rate measured on 748 timestamped samples of that same stretch
(b) first pass (offset 32 -> loop_end) minus the cycle
Both give 9.44 s on both contexts -- four numbers, one value.
So the loop region is [9.44, 71.31] s of an 87.744 s wave, cycling every 61.87 s.
The first 9.44 s is an intro played once; the last 16.4 s, the fade-out
bgm-two-stems.md documents, is never played at all.
The decoder reads ahead of playback, but both endpoints are read_offset events so
the lead cancels in the difference. One boot, one bank.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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.