This repository has been archived on 2026-09-16. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Syplheed-Reborn/docs/port/MISSION.md
Sylpheed RE agent b5a193839c 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>
2026-08-28 17:11:35 +02:00

172 lines
8.8 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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.