Claude (auto-RE) 4623387f6c re: the memory-driven autopilot now flies, tracks and shoots
Three findings turned the previous dead end into a working loop, each checked
against something independent rather than assumed:

  * a live entity's definition pointer sits at position + 0x130, so one heap
    scan types every craft in the scene -- which is what separates ~20 real
    combatants from ~30000 moving particles. The result is coherent: wingmen,
    enemy turrets and attackers, friendly capital ships, one Player.
  * orientation is a 3x3 at position - 0x70 stored with a 16-BYTE ROW STRIDE
    (a 4x4 whose translation row is the position). The earlier search for nine
    contiguous floats could not find this by construction, which is why the
    first pass wrongly concluded there was no transform. Confirmed by its row 2
    matching measured direction of travel at cos = +1.000.
  * RB is the fire button, established by consequence: of RB/LB/A/B/X/Y/RT/LT
    it is the only one that makes the nose-ammo counter in RAM fall.

Control is PD on the aiming error with the derivative from body angular
velocity, and target selection weighted by off-boresight angle -- pure
nearest-first kept picking targets 90 deg off the nose, whose bearing rate then
outran the turn rate and held the craft outside its firing cone at a steady 27
deg pitch error.

Observed: distance to target closing monotonically, yaw error driven from -8 deg
to ~0, fire=1 once inside the cone, ammo counter falling.

Not solved: survival. There is no evasion, no shield/armour awareness and no
throttle control, so it flies a straight pursuit into defended space and is
shot down; every long run has ended in GAME OVER. Mission completion needs
those, plus objective-aware target priority.
2026-07-29 19:32:37 +00:00

Project Sylpheed: Arc of Deception — Reborn

A clean-room, open-source reimplementation of Project Sylpheed: Arc of Deception (Xbox 360, 2006).

Built with Rust and the Bevy game engine. Runs natively on Windows, macOS, and Linux, and in the browser via WebAssembly.

Legal note: This project contains no original game code or assets. You must own a legitimate copy of Project Sylpheed to use this engine. Assets remain the intellectual property of SETA Corporation / Square Enix.


Current Status: Milestone 1 — Asset Explorer

  • XISO disc image reading via xdvdfs
  • Xbox 360 texture de-tiling (Morton / Z-order)
  • XPR2 texture container parsing
  • Bevy custom AssetLoader for .xpr textures
  • Orbit camera viewer
  • CLI tools: extract, list, sniff, texture info, texture export
  • GitHub Actions CI (Windows + macOS + Linux + WASM)
  • WASM / web build target
  • Mesh format (reverse engineering in progress)
  • Audio format (XMA → PCM pipeline)
  • Mission data format

Repository Structure

sylpheed-reborn/
└── sylpheed-viewer/        ← Milestone 1: asset explorer (Rust/Bevy workspace)
    ├── Cargo.toml          ← Workspace root
    ├── crates/
    │   ├── sylpheed-formats/   # Format parsers — no Bevy dependency
    │   │   ├── xiso.rs         # XISO / XDVDFS disc image reader
    │   │   ├── texture.rs      # XPR2 container + DXT de-tiling (Morton)
    │   │   ├── vfs.rs          # Virtual filesystem + magic-byte sniffer
    │   │   ├── mesh.rs         # Mesh parser (stub — RE in progress)
    │   │   └── audio.rs        # Audio parser (stub — XMA TODO)
    │   │
    │   ├── sylpheed-viewer/    # Bevy application
    │   │   ├── lib.rs          # App setup + WASM entry point
    │   │   ├── main.rs         # Native binary entry point
    │   │   ├── asset_loader.rs # Custom Bevy AssetLoaders
    │   │   ├── camera.rs       # Orbit camera (LMB orbit, RMB pan, scroll zoom)
    │   │   └── ui.rs           # egui file browser + RE notes panel
    │   │
    │   └── sylpheed-cli/       # Command-line tools
    │       └── main.rs         # extract / list / sniff / texture info commands
    │
    ├── assets/             ← Extracted game files (gitignored)
    ├── .github/workflows/
    │   └── ci.yml          # CI: Windows + macOS + Linux + WASM
    ├── Trunk.toml          # WASM build configuration
    └── justfile            # All build recipes

Getting Started

Prerequisites

# Install Rust
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh

# Install just (task runner)
cargo install just

# For web builds only
cargo install trunk
rustup target add wasm32-unknown-unknown

Linux — Bevy system dependencies

sudo apt-get install -y \
  libasound2-dev libudev-dev libwayland-dev \
  libxkbcommon-dev libx11-dev libxi-dev pkg-config

Step 1 — Extract your disc

cd sylpheed-viewer

# Extract using the CLI tool
just extract /path/to/project_sylpheed.iso

# Or manually with xdvdfs
cargo install xdvdfs-cli
xdvdfs unpack project_sylpheed.iso ./assets/

Step 2 — Run the viewer

cd sylpheed-viewer

just run          # Native viewer
just web          # WASM dev server → http://localhost:8080

The asset viewer opens an orbit camera scene. Use the left panel to browse extracted game files. Click a .xpr file to preview it as a texture.


Build Commands

All commands run from the sylpheed-viewer/ directory.

just run              # Run the native viewer (debug)
just run-dev          # Run with hot-reloading
just build-native     # Build native release binary
just web              # WASM dev server at localhost:8080
just build-web        # WASM release build → ./dist/

just extract game.iso # Extract an ISO to ./assets/
just sniff            # Identify file formats in ./assets/
just sniff-unknown    # Show only unrecognised formats (RE focus)

just test             # Run all tests
just ci               # Full CI: fmt + lint + test + WASM check

Technology Stack

Layer Choice Reason
Language Rust Memory safety, performance, cross-platform
Game engine Bevy 0.15 ECS-first, WASM-native, data-driven
XISO reading xdvdfs Pure Rust, reads Xbox 360 disc images
Binary parsing binrw Derive-macro based, ideal for RE work
Web bundler Trunk Bevy's standard WASM build tool
CLI clap Asset extraction and inspection tools
Debug UI bevy_egui In-viewer asset browser and RE notes panel

Key Architectural Decisions

sylpheed-formats has zero Bevy dependency. All binary format parsers live here and are testable with plain cargo test. Bevy integration is a thin layer on top in sylpheed-viewer.

WASM is a first-class target. XISO reading is gated behind #[cfg(not(target_arch = "wasm32"))] since the browser can't read local files. On the web, assets must be pre-extracted and served over HTTP.

Modding is designed in from the start. The virtual filesystem (vfs.rs) is the single choke point for all asset reads — a mod loader only needs to intercept that one layer to override any file.


Reverse Engineering Notes

Known file formats

Path pattern Format Status Notes
*.XPR, *.XPR2 XPR2 texture Parsing DXT1/3/5, DXN, Morton de-tiling done
DEFAULT.XEX Xbox EXE 2 🔬 Study Main executable — load in Ghidra (PPC BE)
*.XWB, *.XSB XACT audio TODO Wave/sound banks; audio is XMA codec
*.pak, *.p00 SETA archive Unknown Paired header/data format
mesh files Unknown TODO Run just sniff-unknown to find candidates

RE workflow

# 1. Extract and map the disc
just extract game.iso
just sniff-unknown   # shows hex magic bytes of unknown files

# 2. Hex-inspect candidates
#    Groups of 12 bytes at offsets: likely f32 XYZ vertices
#    Groups of 6 bytes:             likely u16 triangle indices

# 3. Cross-reference in Ghidra
#    Load DEFAULT.XEX with PowerPC Big-Endian processor
#    Search string refs to file extensions → find load functions

# 4. Implement parser
#    Add binrw #[derive(BinRead)] struct in sylpheed-formats/src/mesh.rs
#    cargo test -p sylpheed-formats

Next steps (Milestone 2)

  1. Mesh format — fingerprint with sniff-unknown, implement mesh.rs
  2. Audio — parse XWB headers, batch-convert XMA to WAV via ffmpeg
  3. Mission data — format unknown; starts after mesh/texture loading works
  4. Flight model — document by playing the original; implement as Bevy system

Constraints

  1. Never copy decompiled or disassembled game code — reimplement behavior through observation only.
  2. Assets stay gitignoredassets/ and *.iso are excluded. Never commit game files.
  3. Keep sylpheed-formats Bevy-free — parsers must be testable without a GPU.
  4. WASM must always compile — CI enforces cargo check --target wasm32-unknown-unknown.
  5. justfile is the source of truth for build commands — add new recipes there.

Milestone Roadmap

Milestone Goal Status
1 Asset Explorer 🚧 In Progress
2 Flying Tech Demo Planned
3 Combat Prototype Planned
4 Mission 1 Playable Planned
5 Full Game (all 16 missions) Planned
6 Mod SDK Planned

Useful References

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