port: make the Godot menu shell the agent's primary objective
Sets a new mission: boot the real disc through developer splash -> intro video -> title -> main menu -> submenus in Godot 4, interactively, with no gameplay, no 3D and no emulator. docs/port/MISSION.md defines it -- eight gated milestones, each finished by an ARTIFACT rather than by compiling, plus the Ready Room as an explicitly gated stretch goal with a one-iteration probe that decides go/no-go. GP_READY_ROOM is 1106 entries with 6 recoverable names and is ISL-scripted, so it is either a week or a quarter, and the agent must not start it on its own authority. Architecture, per the user's decision: the Godot project is INDEPENDENT of the Rust viewer and never reads a disc format. An offline Rust exporter converts the disc into open formats; Godot reads only those. No GDExtension, no Rust in the Godot project, and sylpheed-viewer is off limits -- it stays the human's verification tool with its static-data rule intact. docs/port/FORMAT.md specifies the open format, versioned, because modding is the port's second goal and that makes the layout a deliverable rather than a temp directory: JSON over XML (Godot parses JSON natively; its XMLParser is SAX), names never hashes, provenance in every generated file, and unknowns listed rather than guessed. The discipline the whole thing rests on is the derived/authored split. `export/` is regenerated wholesale and never hand-edited; `authored/` is hand-written and survives a re-export. Three things this milestone needs are NOT on the disc in any decoded form -- which button does what, paint order, and menu sound cues -- so they live in `authored/` with a stated `why`. Deleting an authored entry because the exporter can now emit it IS the measure of progress. `export/` is gitignored: it is generated from the user's own disc and this stays a clean-room repo. Container: adds a pinned Godot 4 (windowed under Xvfb for screenshots, plus a headless wrapper). ffmpeg already carries libtheora, which is the video target -- Godot 4 plays only Ogg Theora natively and the disc's ADV.wmv is WMV3/WMA Pro. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
4
.gitignore
vendored
4
.gitignore
vendored
@@ -21,3 +21,7 @@ Thumbs.db
|
||||
# Trunk build output
|
||||
dist/
|
||||
__pycache__/
|
||||
|
||||
# The Godot port export is generated from the user's own disc.
|
||||
# Code, schemas and authored mappings are versioned; game assets are not.
|
||||
export/
|
||||
|
||||
@@ -55,6 +55,28 @@ python3 tools/re-capture/gmem.py find hex:820af844 400
|
||||
* A Bevy system-parameter conflict is invisible to the type checker and panics
|
||||
at startup. If you touch viewer systems, *run the binary*, don't just build it.
|
||||
|
||||
## The Godot port
|
||||
|
||||
The primary objective — see `docs/port/MISSION.md`. Two binaries are installed:
|
||||
|
||||
```bash
|
||||
godot-headless --path port/ --script res://tools/check.gd # no display needed
|
||||
DISPLAY=:99 godot --path port/ # windowed, under Xvfb
|
||||
screenshot ~/shots/godot.png # then capture it
|
||||
```
|
||||
|
||||
* **Godot is pinned to one version** in the Dockerfile. An engine bump changes
|
||||
rendering, and this project diffs Godot's output against a reference renderer —
|
||||
so do not upgrade it to fix a bug without saying that is what you did.
|
||||
* **`sylpheed-cli screen render` is the reference.** When Godot draws a screen,
|
||||
render the same build with the CLI and compare. Where they disagree, one of
|
||||
them is wrong; say which, and why, rather than tuning until they match.
|
||||
* **ffmpeg has libtheora**, which is the transcode target for video. Keep the
|
||||
exact command in the exporter config — a modder who dislikes the quality should
|
||||
be able to re-run it, not reverse-engineer what you did.
|
||||
* **Never commit anything under `export/`.** It is generated from the user's own
|
||||
disc and gitignored. Code, schemas, `authored/` mappings and docs only.
|
||||
|
||||
## Reporting
|
||||
|
||||
State what you measured, what you assumed, and what you could not settle. If a
|
||||
|
||||
@@ -68,6 +68,26 @@ RUN for t in clang clang++ lld ld.lld llvm-ar llvm-ranlib llvm-nm clang-cpp; do
|
||||
# Python consumer to protect, so installing into it is the honest simple option.
|
||||
RUN pip3 install --no-cache-dir --break-system-packages duckdb
|
||||
|
||||
# ── Godot 4 ──────────────────────────────────────────────────────────────────
|
||||
# The port's runtime (docs/port/MISSION.md). Two binaries, deliberately:
|
||||
#
|
||||
# godot the editor/windowed build, run under Xvfb, for screenshots
|
||||
# that can be diffed against `sylpheed-cli screen render`
|
||||
# godot-headless --headless, for script-only checks that need no display
|
||||
#
|
||||
# The official builds are self-contained binaries, not a package, so they are
|
||||
# fetched rather than apt-installed. Pinned: an engine version bump changes
|
||||
# rendering, and this project compares screenshots against a reference renderer.
|
||||
ARG GODOT_VERSION=4.3
|
||||
RUN cd /tmp \
|
||||
&& curl -fsSLO "https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}-stable/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" \
|
||||
&& unzip -q "Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" \
|
||||
&& mv "Godot_v${GODOT_VERSION}-stable_linux.x86_64" /usr/local/bin/godot \
|
||||
&& chmod +x /usr/local/bin/godot \
|
||||
&& printf '#!/bin/sh\nexec /usr/local/bin/godot --headless "$@"\n' > /usr/local/bin/godot-headless \
|
||||
&& chmod +x /usr/local/bin/godot-headless \
|
||||
&& rm -f "Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip"
|
||||
|
||||
# ── Node + Claude Code ───────────────────────────────────────────────────────
|
||||
RUN curl -fsSL https://deb.nodesource.com/setup_22.x | bash - \
|
||||
&& apt-get install -y --no-install-recommends nodejs \
|
||||
|
||||
@@ -1,44 +1,91 @@
|
||||
Work the Project Sylpheed reverse-engineering backlog, one item at a time.
|
||||
Build the Godot menu port of Project Sylpheed, one milestone at a time.
|
||||
|
||||
## Read these first, every iteration, before proposing anything
|
||||
## Your objective
|
||||
|
||||
They are short on purpose, and they are the reason this prompt is short:
|
||||
`Syplheed-Reborn/docs/port/MISSION.md` — read it every iteration. It defines the
|
||||
milestones (P0…P7 plus a gated S1), the gate each one must pass, and the two
|
||||
decisions already made. Work the **lowest unfinished milestone**; do not skip
|
||||
ahead because a later one looks more interesting.
|
||||
|
||||
1. `Syplheed-Reborn/docs/re/REFUTED.md` — **claims already tested and dead.**
|
||||
If your idea is on that list, it is finished; pick another. Grep it for your
|
||||
nouns before you design anything.
|
||||
2. `Syplheed-Reborn/docs/re/METHOD.md` — the traps this corpus has already paid
|
||||
for. Most wasted iterations are one of these repeated.
|
||||
3. `Syplheed-Reborn/docs/re/INDEX.md` — what is already **decoded**. Do not
|
||||
re-derive a row that is already ✅. Re-deriving a known format is not a
|
||||
finding; asking whether its values *resolve* is.
|
||||
4. `Syplheed-Reborn/docs/re/BACKLOG.md` — the open items. It is long; skim the
|
||||
`##` headings and open only the one you pick.
|
||||
5. `Syplheed-Reborn/docker/agent/AGENT.md` — the container's tooling.
|
||||
Reverse engineering has not stopped, but it is no longer the goal. An RE item
|
||||
earns attention when the port is blocked on it, and the write-up still goes in
|
||||
`docs/re/` under the usual convention.
|
||||
|
||||
**These files are the memory.** If a finding, a dead end or a trap lives only in
|
||||
your context, it is lost at the end of the run. Write it down where the next
|
||||
iteration will find it — that is what makes this a corpus rather than a
|
||||
transcript.
|
||||
## Read these first, every iteration
|
||||
|
||||
Short on purpose, and the reason this prompt is short:
|
||||
|
||||
1. `docs/port/MISSION.md` — the objective, the milestones, what is out of scope.
|
||||
2. `docs/port/FORMAT.md` — the export schema. It is **versioned**; changing it is
|
||||
a deliberate act with a version bump, not a silent edit.
|
||||
3. `docs/re/REFUTED.md` — claims already tested and dead. Grep it for your nouns
|
||||
before designing anything.
|
||||
4. `docs/re/METHOD.md` — the traps this corpus has already paid for.
|
||||
5. `docs/re/INDEX.md` — what is already decoded. Re-deriving a ✅ row is not a
|
||||
finding.
|
||||
6. `docker/agent/AGENT.md` — the container's tooling.
|
||||
|
||||
`docs/re/disc-atlas.html` is the map of how the assets reference each other —
|
||||
useful when you need to find what feeds what.
|
||||
|
||||
**These files are the memory.** A finding that lives only in your context is lost
|
||||
when the container dies.
|
||||
|
||||
## Each iteration
|
||||
|
||||
1. **Pick one item** from `BACKLOG.md`, preferring the one whose "first step" is
|
||||
cheapest and most decisive. If you are mid-item, continue it rather than
|
||||
starting another.
|
||||
2. **Do the smallest experiment that could settle it**, and try to *refute* your
|
||||
hypothesis before believing it. Run the known-positive through any new filter
|
||||
first; a filter that fails its own control is dead, not tuneable.
|
||||
3. **Write the result down** in `docs/re/` under the ✅/🟡/❔ convention, with the
|
||||
evidence and the *reach* of any negative. A withdrawn result is a real
|
||||
result — record it, with the reasoning.
|
||||
* If you **refuted** something, add a line to `REFUTED.md`.
|
||||
* If you were bitten by a general trap, add a line to `METHOD.md`.
|
||||
* If you **closed** a format, update its `INDEX.md` row.
|
||||
4. **Commit** to `auto/<topic>`, one logical change per commit.
|
||||
5. **Publish**: `push-work`. Your branch must leave the container or the work
|
||||
dies with it. See "Publishing" below.
|
||||
6. **Say plainly what you did not settle**, and stop the iteration.
|
||||
1. **Pick the lowest unfinished milestone** from MISSION.md. If you are mid-item,
|
||||
continue it rather than starting another.
|
||||
2. **Build the smallest thing that reaches its gate.** The gate is an *artifact* —
|
||||
a validating JSON file, a screenshot, a human-clickable build — never "it
|
||||
compiles".
|
||||
3. **Keep derived and authored apart.** `export/` is regenerated wholesale and is
|
||||
never hand-edited; `authored/` is hand-written and survives a re-export. If you
|
||||
are tempted to hand-fix a file under `export/`, the fix belongs in the exporter
|
||||
or in `authored/`. Every `authored/` entry carries a `why`.
|
||||
4. **Write down what you learned** — in `docs/port/` for port decisions, in
|
||||
`docs/re/` for anything about the disc.
|
||||
* Refuted something → a line in `REFUTED.md`.
|
||||
* Bitten by a general trap → a line in `METHOD.md`.
|
||||
* Closed a format → update its `INDEX.md` row.
|
||||
5. **Commit** to `auto/<topic>`, one logical change per commit.
|
||||
6. **Publish**: `push-work`. Every iteration that produced a commit.
|
||||
7. **Say plainly what you did not settle**, and stop.
|
||||
|
||||
## Hard rules
|
||||
|
||||
* **Never commit game assets.** `export/` is generated from the user's own disc
|
||||
and is gitignored. Code, schemas, authored mappings and docs only. If you are
|
||||
about to commit a sprite PNG or a transcoded video, stop.
|
||||
* **No Rust in the Godot project, no GDExtension.** If Godot cannot read
|
||||
something, the exporter emits it differently. The wall between the two halves is
|
||||
the design, not an inconvenience.
|
||||
* **Do not touch `crates/sylpheed-viewer`.** The Explorer is the human's
|
||||
verification tool, it is independent of the port, and it keeps its
|
||||
static-data-only rule. Do not refactor it to share code with the exporter.
|
||||
* **Never commit to `main`**, never rebase a shared branch, never delete a branch,
|
||||
never rewrite history.
|
||||
* **Do not touch another agent's worktree.** `git worktree list` first; branches
|
||||
marked `+` are checked out elsewhere.
|
||||
* **One emulator at a time** — `run-canary` enforces it with a lockfile.
|
||||
* **Measure the oracle; never infer it.** If you need to know what the real game
|
||||
does, run it. This applies with full force to the keyframe time unit and to any
|
||||
transition timing.
|
||||
* **Do not improvise around a blocker.** If a milestone needs a decision only the
|
||||
user can make — a new dependency, a scope change, the Ready Room go/no-go —
|
||||
write what you found, note it in MISSION.md, and move to the next thing you can
|
||||
actually finish.
|
||||
|
||||
## Verifying
|
||||
|
||||
* `build-reborn test` wires up `SYLPHEED_DISC`; without it the disc tests
|
||||
self-skip and a green run means almost nothing.
|
||||
* `sylpheed-cli screen render` is the reference renderer. When Godot draws a
|
||||
screen, diff it against the CLI's composite of the same build — they should
|
||||
agree, and where they do not, one of them is wrong and you must say which.
|
||||
* Godot runs headless in this container (`godot --headless`), and
|
||||
`screenshot` captures the windowed one under Xvfb.
|
||||
* A regenerated artifact that comes out byte-identical is strong evidence a
|
||||
change was additive. When it does change, check that every diff line pairs.
|
||||
|
||||
## Publishing
|
||||
|
||||
@@ -47,35 +94,13 @@ transcript.
|
||||
decision. Run it **every iteration that produced a commit** — not at the end of
|
||||
some longer arc, which is exactly when a container dies.
|
||||
|
||||
If it reports no credentials, say so in your reply and continue working; do not
|
||||
improvise another route out (no remote rewrite, no credential helper of your
|
||||
own, no alternate transport). A push that is blocked is a blocked push.
|
||||
|
||||
## Hard rules
|
||||
|
||||
* **Never commit to `main`**, never rebase a shared branch, never delete a
|
||||
branch, never rewrite history.
|
||||
* **Do not touch another agent's worktree.** `git worktree list` first; branches
|
||||
marked `+` are checked out elsewhere.
|
||||
* **One emulator at a time** — `run-canary` enforces it with a lockfile.
|
||||
* **Measure the oracle; never infer it.** An iteration that reasons about the
|
||||
game without running it is a red flag unless it is a pure static-format task.
|
||||
* **Verify with an artifact**, not with "it compiles": `build-reborn test` (it
|
||||
wires up `SYLPHEED_DISC` — without it the disc tests silently self-skip and a
|
||||
green run means almost nothing), `sylpheed-cli mesh render` / `screen render` /
|
||||
`save info`, a screenshot. A regenerated artefact that comes out
|
||||
byte-identical is a strong check that a change is additive; when it does
|
||||
change, check that every diff line pairs exactly.
|
||||
|
||||
## When you are blocked
|
||||
|
||||
If an item needs something the container cannot do — hardware Vulkan, a decision
|
||||
only the user can make — **do not improvise around it**. Write what you found,
|
||||
note the blocker in `BACKLOG.md`, and move to the next item.
|
||||
If it reports no credentials, say so in your reply and continue working. Do not
|
||||
improvise another route out: no remote rewrite, no credential helper of your own,
|
||||
no alternate transport. A push that is blocked is a blocked push.
|
||||
|
||||
## Pacing
|
||||
|
||||
One experiment plus its write-up is a good iteration; a marathon is not. Stop
|
||||
One milestone step plus its write-up is a good iteration; a marathon is not. Stop
|
||||
with a clean commit, a push, and an honest list of what is still open.
|
||||
|
||||
An emulator session must fit inside ONE turn — a Stop hook kills xenia when the
|
||||
|
||||
205
docs/port/FORMAT.md
Normal file
205
docs/port/FORMAT.md
Normal file
@@ -0,0 +1,205 @@
|
||||
# The open export format — v1
|
||||
|
||||
The format the disc is converted *into*, and the one the Godot project and any
|
||||
modding tool read. Versioned: every file names its schema, and a breaking change
|
||||
bumps the number rather than editing this page quietly.
|
||||
|
||||
**Design rules, in priority order:**
|
||||
|
||||
1. **A human can read and edit it.** That is the whole point — modding is the
|
||||
second goal of the port.
|
||||
2. **Names, never hashes.** If we never recovered the disc's name, say so in the
|
||||
file rather than passing off a synthetic id as real.
|
||||
3. **Provenance travels with the data.** Every generated file says where on the
|
||||
disc it came from and which exporter version wrote it, so it stays auditable
|
||||
against the original instead of drifting into an unverifiable fork.
|
||||
4. **Say what is unknown.** A field we could not decode is absent and listed in
|
||||
`unresolved`, never guessed and never silently defaulted.
|
||||
|
||||
## Layout
|
||||
|
||||
```
|
||||
export/ # DERIVED. Regenerable. Gitignored. Never hand-edited.
|
||||
manifest.json # what this export is: disc id, exporter version, contents
|
||||
screens/
|
||||
title/
|
||||
splash_developer.json
|
||||
title.json
|
||||
main_menu.json
|
||||
submenu_extras.json
|
||||
sprites/ # PNG, RGBA8, one per T8aD surface
|
||||
audio/
|
||||
music/BGM_001.ogg
|
||||
sfx/…
|
||||
cues.json # cue name → sound id → bank, straight off the disc table
|
||||
video/
|
||||
ADV.ogv
|
||||
text/en/…
|
||||
|
||||
authored/ # AUTHORED. Hand-written. Committed. Survives a re-export.
|
||||
flow.json # boot sequence + what each button does
|
||||
paint_order.json # per-screen z-order overrides
|
||||
cue_bindings.json # which cue fires on move / confirm / back
|
||||
```
|
||||
|
||||
`export/` is wiped and rewritten wholesale. `authored/` is never touched by the
|
||||
exporter. Godot loads `export/` first and then applies `authored/` over it.
|
||||
|
||||
## Common header
|
||||
|
||||
Every generated file starts with the same three keys:
|
||||
|
||||
```json
|
||||
{
|
||||
"format": "sylpheed.screen/1",
|
||||
"exporter": "sylpheed-export 0.1.0",
|
||||
"source": { "archive": "dat/GP_TITLE.pak", "entry": 5 }
|
||||
}
|
||||
```
|
||||
|
||||
`source.entry` is the pak **entry index**, which is the stable locator — not the
|
||||
display ordinal, which renumbers whenever the enumeration rule changes.
|
||||
|
||||
## `screens/*.json`
|
||||
|
||||
```json
|
||||
{
|
||||
"format": "sylpheed.screen/1",
|
||||
"exporter": "sylpheed-export 0.1.0",
|
||||
"source": { "archive": "dat/GP_TITLE.pak", "entry": 5 },
|
||||
"name": "main_menu",
|
||||
"name_source": "authored",
|
||||
"design": [1280, 720],
|
||||
|
||||
"elements": [
|
||||
{
|
||||
"id": "ptbase",
|
||||
"sprite": "sprites/ptbase.png",
|
||||
"role": "decoration",
|
||||
"pivot": [320, 180],
|
||||
"rest": { "pos": [320, 180], "scale": [1.0, 1.0], "tint": "#ffffffff" },
|
||||
"keyframes": []
|
||||
},
|
||||
{
|
||||
"id": "ptbtn01",
|
||||
"sprite": "sprites/ptbtn01.png",
|
||||
"focus_sprite": "sprites/ptbtn01f.png",
|
||||
"role": "button",
|
||||
"pivot": [42, 22],
|
||||
"rest": { "pos": [542, 162], "scale": [1.0, 1.0], "tint": "#ffffffff" },
|
||||
"keyframes": [
|
||||
{ "t": 28, "pos": [542, 142], "scale": [1.0, 1.0], "tint": "#ffffffff" },
|
||||
{ "t": 34, "pos": [542, 157], "scale": [1.0, 1.0], "tint": "#ffffffff" },
|
||||
{ "t": 64, "pos": [542, 162], "scale": [1.0, 1.0], "tint": "#ffffffff" }
|
||||
]
|
||||
}
|
||||
],
|
||||
|
||||
"buttons": ["ptbtn01", "ptbtn02", "ptbtn03", "ptbtn04", "ptbtn05"],
|
||||
"unresolved": ["paint_order"]
|
||||
}
|
||||
```
|
||||
|
||||
**`role`** is derived from the element kind, which is a decoded field:
|
||||
`0x3002` → `button`, `0x10` → `primitive`, `0x0` → `decoration`. Anything else
|
||||
exports as `"unknown"` with the raw value in `kind_raw` — do not invent a name
|
||||
for a kind nobody has decoded.
|
||||
|
||||
**`buttons`** is the navigation order: the `button`-role elements sorted by
|
||||
resting Y. This is geometric, not a decoded neighbour graph — the disc's real
|
||||
navigation structure is unknown, and `opt ` is **not** a focus link (that was
|
||||
measured and refuted). The ordering is right for a vertical menu and should not
|
||||
be trusted for anything else.
|
||||
|
||||
**`keyframes`** carry the on-disc time value verbatim in `t`. A keyframe is the
|
||||
**start of a ramp toward the next one**, not a pose that is held. The unit of `t`
|
||||
is not yet confirmed — see MISSION.md §7 — so `t` stays raw and the consumer
|
||||
applies the conversion in one place.
|
||||
|
||||
**`rest`** is the resting pose: the longest run of consecutive keyframes with an
|
||||
unchanged value, falling back to longest-dwell for groups that ramp throughout.
|
||||
It is neither the first nor the last keyframe.
|
||||
|
||||
**`unresolved`** lists what this file does *not* answer. A consumer that needs
|
||||
one of these must get it from `authored/`.
|
||||
|
||||
## `authored/flow.json`
|
||||
|
||||
The part the disc has not told us. Every entry states its evidence.
|
||||
|
||||
```json
|
||||
{
|
||||
"format": "sylpheed.flow/1",
|
||||
"boot": ["splash_developer", "intro_video", "title", "main_menu"],
|
||||
|
||||
"screens": {
|
||||
"main_menu": {
|
||||
"actions": {
|
||||
"ptbtn01": { "label": "NEW GAME", "goto": "new_game_intro",
|
||||
"why": "label read off the sprite; target is a guess" },
|
||||
"ptbtn02": { "label": "LOAD GAME", "goto": "GP_LOAD",
|
||||
"why": "label read off the sprite; GamePart id 3 from the .rdata table" }
|
||||
},
|
||||
"back": null,
|
||||
"why_back": "no B-handler observed; the main menu may be a root with no back"
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
`goto` may name another exported screen or a **GamePart id** from the
|
||||
executable's own table (29 entries at `.rdata 0x820A1630` — that table is a disc
|
||||
fact; which button reaches which entry is not).
|
||||
|
||||
## `authored/paint_order.json`
|
||||
|
||||
```json
|
||||
{
|
||||
"format": "sylpheed.paint_order/1",
|
||||
"screens": {
|
||||
"main_menu": {
|
||||
"order": ["ptbase", "pteff05", "ptframe1", "ptbtn01", "…"],
|
||||
"why": "hand-authored. The declaration table is NOT the paint order -- a
|
||||
per-draw capture of the running title paints element 13 first and
|
||||
elements 0/1 late. Deriving the order from the bundle is open."
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
When paint order is derived from the file, this file is deleted and `screens/*`
|
||||
gains an `order` array. **That deletion is the measure of progress** — until it
|
||||
happens, every screen here is a hand-tuned approximation wearing the right label.
|
||||
|
||||
## `export/audio/cues.json`
|
||||
|
||||
Straight off the disc's own cue index; no interpretation.
|
||||
|
||||
```json
|
||||
{
|
||||
"format": "sylpheed.cues/1",
|
||||
"source": { "archive": "dat/tables.pak", "record": "SOUNDS" },
|
||||
"families": { "SE": [1, 901], "BGM": [1001, 1109], "VOICE": [1500, 7331] },
|
||||
"cues": { "SE_CURSOR_MOVE": 12 },
|
||||
"banks": { "12": "audio/sfx/se_012.ogg" }
|
||||
}
|
||||
```
|
||||
|
||||
Which cue a menu *event* fires is not on the disc as far as we know, so it is in
|
||||
`authored/cue_bindings.json`, not here.
|
||||
|
||||
## `export/manifest.json`
|
||||
|
||||
```json
|
||||
{
|
||||
"format": "sylpheed.manifest/1",
|
||||
"exporter": "sylpheed-export 0.1.0",
|
||||
"disc": { "title": "Project Sylpheed: Arc of Deception", "region": "USA/Europe" },
|
||||
"video_transcode": "ffmpeg -i ADV.wmv -c:v libtheora -q:v 8 -c:a libvorbis -q:a 5 ADV.ogv",
|
||||
"screens": ["title/splash_developer", "title/title", "title/main_menu"],
|
||||
"warnings": ["GP_READY_ROOM not exported -- see MISSION.md §6"]
|
||||
}
|
||||
```
|
||||
|
||||
`video_transcode` records the exact command used, so a modder who dislikes the
|
||||
quality can re-run it rather than reverse-engineer what we did.
|
||||
171
docs/port/MISSION.md
Normal file
171
docs/port/MISSION.md
Normal file
@@ -0,0 +1,171 @@
|
||||
# Primary objective — a playable menu shell in Godot
|
||||
|
||||
**Status:** active, set 2026-08-28. This supersedes "work the RE backlog" as the
|
||||
agent's primary objective. Reverse engineering continues, but it is now *in
|
||||
service of* this goal: an item earns attention because the port needs it.
|
||||
|
||||
## What we are building
|
||||
|
||||
A Godot 4 project that boots to an interactive main menu using the player's own
|
||||
disc, through the sequence the real game uses:
|
||||
|
||||
```
|
||||
developer logo splash → intro video → title / PRESS Ⓐ → main menu → submenus
|
||||
```
|
||||
|
||||
No gameplay. No 3D. No emulator. The success condition is a human pressing a
|
||||
d-pad and Ⓐ and moving through those screens with the right art, the right
|
||||
animation, the right music and the right transitions.
|
||||
|
||||
**Ready Room is a gated stretch goal.** See §6 — do the probe first, then stop
|
||||
and report rather than committing to it.
|
||||
|
||||
## 1. The two halves, and the wall between them
|
||||
|
||||
The Godot project **never reads a disc format**. It reads only open formats. The
|
||||
conversion happens offline, in Rust, and the wall between the two is the point:
|
||||
|
||||
```
|
||||
disc ──▶ crates/sylpheed-export ──▶ export/ ──▶ port/ (Godot 4)
|
||||
(Rust, uses sylpheed-formats) JSON + PNG + OGG reads ONLY
|
||||
+ Ogg Theora open formats
|
||||
```
|
||||
|
||||
* **No GDExtension. No Rust in the Godot project.** If Godot needs something it
|
||||
cannot read, the exporter's job is to emit it in a form Godot can, not to
|
||||
bridge the two runtimes.
|
||||
* **`crates/sylpheed-viewer` is not involved.** The Explorer is the human's tool
|
||||
for exploring and verifying the RE work. It stays Rust/Bevy, it keeps its
|
||||
static-data rule, and it is neither a dependency of nor a dependent on the
|
||||
port. Do not refactor it "to share code with" the port.
|
||||
* `sylpheed-formats` is shared, because it is the decoder and there must be one.
|
||||
|
||||
## 2. The format is a deliverable, not a dump
|
||||
|
||||
The second goal of this port is **modding**. That makes the exported layout part
|
||||
of the product, not a temp directory:
|
||||
|
||||
* **JSON, not XML.** Godot parses JSON natively with `JSON.parse_string`; its
|
||||
`XMLParser` is a SAX-style API that would need a hand-written binding for every
|
||||
schema. JSON is also what every external tool a modder might reach for already
|
||||
speaks.
|
||||
* **Names, never hashes.** A file is `screens/title/main_menu.json`, not
|
||||
`0x90822a39.json`. Where the disc's own name was never recovered — the six
|
||||
`*2D` archives and `GP_READY_ROOM`, see [the atlas](../re/disc-atlas.html) —
|
||||
emit a stable synthetic id **and record in the file that the real name is
|
||||
unknown**. A modder must be able to tell a recovered name from one we invented.
|
||||
* **A tree that means something.** `screens/`, `sprites/`, `audio/music/`,
|
||||
`audio/sfx/`, `video/`, `text/<lang>/` — organised by what a person is looking
|
||||
for, not by which archive it came out of.
|
||||
* **Provenance in every generated file.** Source archive, entry index, and the
|
||||
exporter version. This is what keeps the export auditable against the disc
|
||||
instead of drifting into an unverifiable fork.
|
||||
|
||||
The schema lives in [FORMAT.md](FORMAT.md) and is **versioned**. Changing it is a
|
||||
deliberate act with a version bump, not a silent edit.
|
||||
|
||||
## 3. Derived vs authored — keep these apart
|
||||
|
||||
This is the discipline that matters most, and it is the corpus's own rule applied
|
||||
to a new artefact.
|
||||
|
||||
| | `export/` | `authored/` |
|
||||
|---|---|---|
|
||||
| produced by | running the exporter | a human or the agent, by hand |
|
||||
| contains | what the disc says | what we decided |
|
||||
| edited by hand | **never** | always |
|
||||
| committed to git | **no** (see §4) | yes |
|
||||
| when regenerated | overwritten wholesale | untouched |
|
||||
|
||||
Some things this milestone needs are **not on the disc in any form we have
|
||||
decoded**, and they must live in `authored/` with a stated reason:
|
||||
|
||||
* **Which button does what.** `ptbtn01…05` are sprites with baked-in labels. A
|
||||
human can read "NEW GAME" off the image; there is no field that says so. The
|
||||
mapping button → GamePart id is an authored guess until code says otherwise.
|
||||
* **Paint order.** Solved at runtime, unsolved from the file — the declaration
|
||||
table is provably not it. For these six screens, author the z-order and mark it
|
||||
authored. Do **not** let a hand-tuned order leak into `export/` and later get
|
||||
mistaken for a disc fact.
|
||||
* **Sound-cue bindings.** Which cue fires on move / confirm / back.
|
||||
|
||||
Every `authored/` entry carries a `why` field. When a later iteration decodes the
|
||||
real answer, the authored entry is deleted and the exporter emits it instead —
|
||||
and that transition is the measure of progress.
|
||||
|
||||
## 4. Do not commit game assets
|
||||
|
||||
`export/` is generated from the user's own disc and **must be gitignored**. The
|
||||
repository stays a clean-room port: code, schemas, authored mappings and
|
||||
documentation. Anyone building it supplies their own disc. If you find yourself
|
||||
committing a PNG of a game sprite or a transcoded video, stop.
|
||||
|
||||
## 5. Milestones, each with a gate
|
||||
|
||||
Do these in order. A milestone is done when its **artifact** exists, not when the
|
||||
code compiles.
|
||||
|
||||
| | Milestone | Gate (the artifact) |
|
||||
|---|---|---|
|
||||
| **P0** | Exporter skeleton; one screen and its sprites to `export/` | `export/screens/title/main_menu.json` validates against FORMAT.md, and the PNGs open |
|
||||
| **P1** | Godot renders that screen statically at 1280×720 | A screenshot from Godot beside `sylpheed-cli screen render` of the same build — they should agree |
|
||||
| **P2** | Keyframe animation | The main menu's buttons slide in. **Measure the time unit first** (§7) |
|
||||
| **P3** | Splash → title, with the transition | Godot runs the two screens back to back unattended |
|
||||
| **P4** | Intro video | `ADV.wmv` plays in Godot with audio (§7) |
|
||||
| **P5** | Main menu: d-pad navigation, focus states, Ⓐ into a submenu, B back | A human clicks through it |
|
||||
| **P6** | Audio — menu BGM and move/confirm SFX | Sound on the gate in P5 |
|
||||
| **P7** | New-game intro video after NEW GAME | Plays, then returns to a defined state |
|
||||
| **S1** | *Gated* — Ready Room. Run the probe in §6 and **stop** | A written go / no-go |
|
||||
|
||||
## 6. The Ready Room probe — do this early, it is one iteration
|
||||
|
||||
`GP_READY_ROOM.pak` is the largest UI archive on the disc, 1 106 entries, and
|
||||
only **6 of its names resolve**. It is also ISL-scripted. That could mean a week
|
||||
or a quarter, and one cheap test tells you which.
|
||||
|
||||
**The probe:** our screen catalog enumerates bundles by **content**, not by name
|
||||
— `is_build` / `is_composable` read the bytes. Unrecoverable *paths* therefore do
|
||||
not necessarily mean unrenderable *screens*.
|
||||
|
||||
```bash
|
||||
sylpheed-cli screen list "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak"
|
||||
sylpheed-cli screen render --build <n> "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak" /tmp/rr.png
|
||||
```
|
||||
|
||||
Report: how many builds it finds, whether any composite looks like a Ready Room,
|
||||
and whether the screens are 2D at all or whether the room is 3D with a UI overlay
|
||||
— because if it is 3D, this milestone is out of scope by definition and the
|
||||
answer is no-go, not "try harder".
|
||||
|
||||
**Then stop and write the go/no-go.** Do not start Ready Room work on your own
|
||||
authority.
|
||||
|
||||
## 7. Two decisions already made, and one measurement owed
|
||||
|
||||
**Video: transcode to Ogg Theora.** `ADV.wmv` is WMV3 video with WMA Pro audio,
|
||||
1280×720 at 30 fps, 137 s. Godot 4 plays only Ogg Theora natively. Transcode with
|
||||
ffmpeg and **keep the exact command in the exporter's config** so it can be re-run
|
||||
with different settings. Theora at 720p is not great; if the result is visibly
|
||||
poor, say so and propose the FFmpeg-GDExtension fallback — do not silently adopt a
|
||||
dependency. Only `ADV.wmv` and the one new-game intro are in scope; the disc holds
|
||||
3.3 GB of video and transcoding all of it is not this milestone.
|
||||
|
||||
**Screens: `GP_TITLE.pak` is the whole title-side tree.** Build 4 is the title
|
||||
with the animating wordmarks, build 5 the five-button main menu, builds 6/8/9 are
|
||||
submenus, and the developer splash is the `palogo` bundle in the same archive.
|
||||
Buttons are identifiable as data: element kind `0x3002`, ordered top-to-bottom by
|
||||
resting Y, each paired with an `f`-suffixed highlighted variant. You do **not**
|
||||
need the undecoded navigation graph to make a vertical menu work.
|
||||
|
||||
**The measurement owed: what is a keyframe time?** Values run 16…269 on the title
|
||||
build. 60 Hz frames would make the title intro ~4.5 s, which is plausible and
|
||||
untested. Settle it against a capture before building animation on it — this is
|
||||
exactly the kind of number that silently poisons everything downstream.
|
||||
[`ui-resting-pose.md`](../re/structures/ui-resting-pose.md) already establishes
|
||||
that a keyframe is the **start of a ramp**, not a pose that is held.
|
||||
|
||||
## 8. What is explicitly out of scope
|
||||
|
||||
3D, gameplay, HUD, missions, the emulator, save/load, localisation beyond English,
|
||||
and any archive outside `GP_TITLE`, `tables.pak`, `sound.pak` and `dat/movie/`
|
||||
— except for the Ready Room probe in §6.
|
||||
Reference in New Issue
Block a user