The offset->field map read out of sub_82341A20 is now usable rather than just
documented: data/unit_definition_layout.txt carries the 159 fields with their
provenance and the two conventions (angles are degrees on disc and radians in the
object; a defaulted field keeps the accessor's 0.0 miss value), and
sylpheed_formats::unit_layout exposes fields()/field_at()/offset_of() so a memory
snapshot can be read by name.
tests/unit_layout_disc.rs replays the verification against the checked-in live
dump -- every mapped float of all 11 identified objects must equal its disc value,
angles compared in radians -- asserting 0 disagreements and >=400 agreements. It
needs no emulator. Full suite green: 11 binaries.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Promote the F10 ship-capture correlator from an example into a reusable, unit-
tested library module (ship_capture): parse_capture (log -> per-draw rigid
WorldView from the c0..c2 WVP constants), correlate (match parts to draws by
vertex count, express each in the reference part's frame), and a checked-in
placement-table format (serialize_table/parse_table, embedded via
embedded_placement from data/ship_placements.txt).
build_ship_model now prefers a ship's captured placement over the static
assemble_ship when a table entry exists (empty table -> unchanged fallback).
correlate_capture example refactored onto the module + gains --emit to print a
table block. Doc updated: bake plumbing done; remaining is running real F10
captures to populate the table (needs the emulator).
5 new ship_capture tests (parse/normalize/correlate/table round-trip); 76
formats-lib tests + viewer build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Project Sylpheed never stores a capital ship as a single mesh. Each ship is
modelled, then split into destructible parts (hull segments, bridge, engines,
integral turrets), each shipped as its own XBG7 resource inside a
hidden/resource3d/Stage_SNN.xpr container. The split lets the game hide/replace
a part when the player destroys it. Crucially each part keeps its ship-local
position, so reconstructing the whole ship is: draw every base part of one id
together, untransformed.
New `ship` module: Faction (from the e/f/n id prefix — ADAN/TCAF/Neutral),
ShipModel, ship_id_of, is_base_part (skips _l/_m/_d LODs, _bNN/_dead/_break
destruction geometry, e_rou_ scene nodes), and ships_in_container to group a
stage's resources into whole ships.
Supporting:
- mesh::xbg7_resource_names — list a container's XBG7 resource names (directory
walk only, no geometry decode).
- Xbg7Model::models_named — decode only the named resources (assemble a ship
from its ~8 parts instead of the whole ~300-resource stage).
- game_data::Vessel gains `model` (the rou_<id> hull stem) to link stats to the
3D part family.
Tests: id/part classification + a disc-gated reconstruction of the ADAN e108
frigate from Stage_S02.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Project Sylpheed stores its UI/story text in IXUD entries as UTF-16LE,
interleaved `text, key` (a prose string immediately followed by the
identifier that names it). TextIndex::build(pak) scans a language pak's
IXUD entries and indexes every pair — 8457 English keys from
GP_MAIN_GAME_E: objectives, hints, lose conditions, character names,
and cutscene dialogue.
This makes the whole game read in English: the 16-mission campaign
(Repel the surprise attack → Shoot down Margras → the Prometheus Driver
finale), each mission's briefing, and the named cast (Katana, Raymond,
Ellen, Crichton, …) all resolve. API: get / objectives / lose_conditions
/ hints / character_name. 3 tests.
Examples: campaign / dossier print the readable campaign + cast.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Decode Project Sylpheed's IDXD data model into plain, cloneable structs
(from GP_MAIN_GAME_E.pak; the D/F/I/J/S paks are localized dups):
- Weapon (121), CraftUnit (89, with the AI flight model in .fields),
Vessel (23, structural component counts), PlayerConfig (24) — the
full combat balance.
- Character (68 — faction + portrait set), Stage (29 missions:
location, phases, and the per-stage resource tables it wires up).
- Generic Record / load_records(schema) reads any of the 105 IDXD
schemas without a bespoke struct.
Each blob = one entity; token[0] names the table, fields are
value-before-key. Named Option<> fields for the common stats + a full
`fields` map; defaulted fields stay None (they're code-resident, not on
disc — honest blanks, never guessed). 8 tests against the real disc.
Examples: iso_map / deep_map census the ISO's formats and IDXD schemas;
dm_extract / dm_rows / dm_roster / mission_map dump the decoded data.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Cracked how the game maps a movie to its voice track and reimplemented it,
fixing wrong/short voices for RT and hokyu cutscenes.
## Mechanism (RE'd from a Canary file-I/O trace, user-confirmed by ear)
The movie voices are ONE continuous XMA stream, physically chunked into
`<lang>\Movie\VOICE_*.slb` (and `\etc\VOICE_D_*.slb`) sound.pak TOC entries
whose boundaries do NOT align with the cutscene cues. A single cue routinely
spans two `.slb` chunks, so a `.slb` does not necessarily hold the track its
name claims (they are off-by-one vs the cues). Each cue ends at an inline
trailer descriptor `(sound_id:u32be, 0x11, …)` whose id repeats at +0x800.
Resolution chain (all derivable on-disc, no guest-code RE):
1. movie -> cue token (ADVERTISE_MOVIE manifest VOICETRACK)
2. cue token -> sound-id (master sound registry, tables.pak
a2c8c185=eng / b04238e0=jpn, schema 0x13cb84ba)
3. sound-id -> [start,end) scan the stream for trailer(id) and its
predecessor; cue audio = the bytes between,
read continuously across chunk boundaries.
Validated: decoded voice length matches each movie within ~0.4s, including
cross-boundary cues (ADV/RT01A/RT01B/RT01C/S00A/S01A + the 5 bound hokyu).
## Changes
- sylpheed-formats/src/movie_voice.rs (new): registry_voice_ids(),
find_descriptor(), find_descriptor_before() (gap-tolerant predecessor).
Unit-tested.
- viewer iso_loader.rs: resolve_movie_voice_region() + decode_voice_region()
(continuous read via existing read_segment_range + to_xma_riffs). Voice/
audio requests now region-first; a `\Movie\` token that fails region stays
SILENT (never plays the wrong off-by-one chunk). Removed the old
movie_is_demo_based suppress hack.
- Anchor tries subdirs Movie/etc/Voice so hokyu `\etc\VOICE_D_*` resolve too.
- Examples resolve_all/validate_cues/hokyu_final document + validate the pipeline.
## Status
- RT / S / ADV cutscene voices: CORRECT (user-confirmed).
- 5 manifest-bound hokyu (VOICE_D_450-454): CORRECT (user-confirmed).
## OPEN (handoff)
13 of 18 hokyu movies have NO manifest VOICETRACK; the game reuses the 5
recordings across stages via a code rule. `hokyu_fallback_token()` currently
guesses by category (ship LS/DS x source carrier-A/tanker-H: LS/A->450,
LS/H->453, DS/A->452, DS/H->454). USER REPORTS THIS IS SOMETIMES WRONG.
- LS/carrier has two takes (450 from s02A, 451 from s09A); the early-vs-late
split is unknown — unbound LS/A currently all default to 450.
- Definitive fix = Canary `--phase_a_fileio_only` file.read trace of an unbound
hokyu (e.g. hokyu_LS_s03A) to see which VOICE_D the game actually streams,
then encode the real rule. Same method that cracked the RT mapping.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The movie cutscene subtitle + voice pipeline, driven by the ADVERTISE_MOVIE
manifest (the authoritative movie -> subtitle -> voice index). Also flushes
several sessions of local WIP (async viewer loading, grouped-pool XBG7/hero-ship
decode, drawlog tooling). See docs/HANDOFF-movie-voice-subtitles-2026-07-19.md.
Subtitles (movie_subtitle.rs):
- Full movie->track->text chain; join multi-line captions sharing one timing
(fixes S13A dropped "Look at it father" line); overlap-safe active_cues();
Latin-1 accents preserved.
Voice (slb.rs): XACT .slb -> XMA1 RIFF; take the FIRST sub-wave bounded by its
declared data size (fixes S10-S16 alternate-take garble); list_voice_clips.
Manifest (movie_manifest.rs): parse ADVERTISE_MOVIE (0x5B983A08) for the real
movie->voice binding (not always VOICE_<movie>; e.g. hokyu -> VOICE_D_* in etc\).
Resolve the token's sound.pak path via sounds.tbl. DIRECT bindings only — the
demo-id shared-clip fallback for unbound hokyu movies was verified WRONG in-game
and reverted (unbound hokyu stay unvoiced; correct join key is an OPEN problem).
Viewer: manifest-driven voice (movie player toggle + solo button), standalone
"Voice Lines" browser, stacked caption overlay.
Tests: 46 formats-lib + 11 viewer-lib + movie_manifest/movie_subtitle/slb disc
tests; full workspace green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reverse-engineer the single-stream XBG7 geometry layout (clean-room: hex
inspection + geometric validation of the retail disc's
hidden/resource3d/*.xpr, no game code copied) and present models as
textured 3D meshes in the explorer.
Format (docs/re/structures/xbg7-mesh.md): XBG7 geometry resources sit
inside XPR2 containers alongside TX2D textures. For ~25 single-stream
models (weapons, simple props) the data section is a sequence of
sub-meshes, each an u16-BE triangle-list index buffer followed (after a
fixed 12-byte header) by a stride-24 vertex buffer whose declaration is
in the descriptor: POSITION f32x3 @0x00, NORMAL f16x4 @0x0C, TEXCOORD
f16x2 @0x14. Sub-mesh (vtx,idx) counts come from descriptor tuples.
The +12 vertex offset is pinned by the recovered normals being exactly
unit-length (align16 lands 4 bytes early and silently corrupts every
field). A safety gate rejects any model whose indices are out of range
or whose mean |normal| is not ~1, declining garbage (Stage_S*
placeholders, the complex multi-stream hero-ship body) rather than
mis-decoding it.
- mesh.rs: Xbg7Model::from_xpr2 -> GameMesh { positions, normals, uvs,
indices }; standalone f16->f32; unit + real-disc tests (weapon decodes
to 215v/364t with unit normals + in-range UVs; DeltaSaber body
declined).
- texture.rs: from_xpr2_index / texture_names so the viewer can pick a
model's _col albedo map.
- viewer: loose .xpr with decodable XBG7 spawns Bevy meshes (real normals,
double-sided) textured with the albedo, framed by the orbit camera; the
central egui panel goes transparent so the 3D scene shows through.
Complex multi-stream body meshes (DeltaSaber f004, other vertex layouts)
remain undecoded and are cleanly declined — next target is dynamic RE.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add three static PAK-format decoders in the Bevy-free formats crate and
present them in the explorer:
- t8ad.rs: linear 32bpp A8R8G8B8 2D texture (UI/HUD art). Dims at
0x14/0x18, header size keyed by the type field @0x1c (container-safe).
Decodes the ~85% RGBA variants; defers the rest (likely DXT) rather
than misdecoding.
- ratc.rs: nested resource bundle — lists named children by magic scan.
- lsta.rs: sprite list — walks the inline T8aD frames.
Viewer: PakContent gains T8ad/Lsta/Ratc, decoded off-thread and bounded
by an 8M-texel per-entry cap; detail views show the texture, a sprite
grid, and a child list with thumbnails. Decoded images carry a
"colours unverified" note — channel-order/sRGB stays on the dynamic-RE
backlog.
Tests: 12 new unit + 3 real-disc (T8aD >=70% decode over the hangar
pack, LSTA frames, RATC named children incl. a decodable T8aD).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decode and present four more PAK item types in the pack browser's detail
pane. All content is decoded off-thread in build_pak_rows and attached to
each PakRow, then rendered with egui's own texture facilities — the Bevy
texture pipeline and egui's global font system are untouched.
formats crate (Bevy-free, reusable by CLI):
- ixud: parse IXUD localized-string tables as subtitle cue lists (UTF-16BE
pool, SUBTITLE header + (text, timecode) pairs -> Vec<Cue{start,end,text}>).
- font: OTF/TTF/ttcf metadata (family / faces / glyphs) via ttf-parser.
viewer:
- PakRow gains `content: PakContent` (Subtitle | Font | Png | Text | None);
classify_content fills it for IXUD / fonts / PNG / xml+text within the
existing decode budget. Font samples are pre-rasterized off-thread with
ab_glyph into an image (ImageRgba) — ab_glyph returns Option/Result at every
step, so a bad font yields no sample instead of panicking (the earlier
egui set_fonts approach crashed the app on atlas rebuild).
- draw_pak_browser dispatches on content: subtitle cue table, font metadata +
sample image, PNG image, scrollable text; else the existing IDXD detail.
Borrow-split PakView instead of cloning the (now heavy) rows each frame;
one hash-keyed egui texture cache serves both PNG and font-sample images.
Subtitle<->movie auto-matching is deferred: movie filenames don't hash to the
IXUD keys and no cross-reference table was found (the link is an internal
MSG_DEMO id), so the movie player gets no subtitle track yet.
Tests: ixud unit tests; disc tests for the real English subtitle track
(cues + timecodes), eng/deu localization, font metadata, and off-thread
rasterization of the real font.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The pak TOC key was previously an unknown hash (crc32/fnv/djb2/… ruled
out), forcing content-only lookup. Recovered it by static RE of the
retail title:
sub_824609C8 (pak lookup-by-name) dups the requested path, lowercases
it (sub_825F4F90), hashes with sub_82455C78, then binary-searches the
sorted TOC. sub_82455C78 is a per-byte Barrett-reduced polynomial hash
(modulus 0x00FFF9D7, reciprocal 0x80031493): the low 24 bits are the
modular hash, the top byte an 8-bit additive checksum of the bytes.
New `hash` module reproduces it exactly (faithful op sequence, no
textbook %). Verified against the real disc: name_hash("files.tbl") ==
0x83421153 and name_hash("eng\\weapon.tbl") == 0x900C8DCD, both present
in retail TOCs. Add PakArchive::find_by_name / read_by_name and a disc
integration test resolving eng\weapon.tbl by path (→ valid IDXD).
Note: retail paths use backslash separators (eng\weapon.tbl).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add readers for Project Sylpheed's on-disc data format so the
reimplementation can load exact ship/weapon constants straight from
the game files.
- pak.rs: PakArchive — parse the IPFB `.pak` index + concatenated
`.pNN` segments, binary-search the TOC by name-hash, and transparently
inflate the per-entry "Z1" (zlib) container. Adds flate2.
- idxd.rs: IdxdObject — parse the IDXD reflective object serialization.
The string pool stores properties value-before-key with defaulted
fields omitted; typed getters (get_f32/get_i64/get_str/get_bool) read
explicit values reliably, get_raw exposes identifier fields, and
resolved_fields() enumerates every explicit (key,value). Defaulted
fields correctly return None rather than a neighbouring key.
- sylpheed-cli: `pak list` (inventory entries + identity) and
`pak dump <hash>` (full stat sheet for one object).
Verified against the real disc (auto-skipped without it): DeltaSaber
craft (HP=1000, Acceleration=600, velocity curve 100/700/1200, Turn=100,
RadarRange=500000) and the DSaber missile (LoadingCount=144, Interval=3.00,
Mass=0.77). 10 unit + 3 integration tests pass.
Not yet decoded: defaulted fields (many ratios, the *Count family) whose
values come from schema defaults or the hash-keyed binary node region.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>