crates/sylpheed-export read dat/GP_TITLE.pak and nothing else. authored/flow.json records LOAD GAME, TUTORIAL, OPTIONS and NEW GAME's difficulty chain as MEASURED destinations that are blocked because 'not a GP_TITLE build, so there is no screen file to go to'. The blocker was neither the disc nor the reader -- examples/probe_archives.rs finds screen builds in 24 archives using the EXISTING detector -- it was that constant. The list now comes from authored/screen_names.json export_archives, whose 'archives' map was ALREADY keyed by archive path. Absent, it defaults to dat/GP_TITLE.pak, so an old authored tree exports what it always did. Sprite groups are mapped per archive rather than derived from the filename: sprites live at sprites/<group>/<screen>/, unnamed builds are named build_NN by entry index which restarts at 0 in every archive, so two archives sharing a group would collide. An unmapped archive is rejected rather than given a directory a typo could invent. NO BEHAVIOUR CHANGE, and verified as such before anything is added: exported to a separate tree with the current authored data and diffed -- export/screens and export-probe/screens are IDENTICAL, manifest screen list identical. The archive list itself is unchanged in this commit. Adding one is next, and separately, so any regression is attributable to the archive rather than to the refactor.
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
-- and RUNNING.md, which is how you actually start it
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.