From-scratch reimplementation of the Sword of the Stars (2006) engine. Clean-room; engine code only — bring your own game copy. Planning/RE evidence live in sots-re.
Find a file
alex 5d29ee60e4 lane T2: the treaty-turn stamp; 76 leaves closed across five pairs, 0 regressed
H02 StampTreatyTurns -- the diplomacy ledger's "this treaty was last in force on turn
N" stamp, over every ordered pair of players that holds one, creating the entry on
demand. It is a host step, not a phase of either turn driver: its sole caller is the
command-application step, which runs after the frame counter has advanced and before
both drivers. On a turn with no combat and no diplomatic command it is the only writer
of these fields, which is why a whole per-player dipstats vector is its output.

Read from the instruction stream; three things an earlier reading had wrong are
corrected in findings/subsystems/treaty-turn-stamp.md: the stamped value is the TURN and
not the modification counter, the relation codes are 3=allied / 2=NAP / 1=cease-fire and
not the reverse, and the bit is the player's index field rather than its position in the
player vector -- the opposite convention from the shared-vision mask two files away.

Measured, closed and regressed reported separately and never netted:

  turn1 -> turn2 (reference)   209 -> 132   closed 77 (was 51), regressed 0
  turn2 -> turn3               108 ->  73   closed 35 (was 21), regressed 0
  human-turn2 -> turn3                      closed 76 (was 64), regressed 0
  zuul-turn15 -> turn16                     closed 30 (was 18), regressed 0
  zuul-turn16 -> turn17                     closed 29 (was 17), regressed 0

The last three are pairs from a different game at turns 2, 15 and 16 that the model was
never fitted to, and it closes exactly the twelve ordered treaty pairs each of them holds.
The rule also reproduces the ledger of ten of the eleven corpus saves entry for entry,
including each entry's order and every stamped value; the eleventh is the turn-1 save
whose ledger no turn has yet written, and it is the reference pair's input.

app_test_treaty pins the five things the corpus cannot separate: the relation codes (no
save exercises cease-fire), the bit's source, the missing alliance-id guard, the -1
initialiser on a fresh entry, and the append-at-the-end order that makes re-running the
step idempotent instead of duplicating rows.

The betrayal half of the same function needs the turn's diplomatic commands; with no
command stream it is provably a no-op and is not modelled.
2026-09-08 14:47:47 -04:00
cmake m0: binkw32 proxy shim, minhook, trace hook on Application::Initialize; build/deploy tooling 2026-09-07 17:22:15 -04:00
docs lane A2: S04, the alliance mask -- 80 player-records, 560 fields, 0 mismatches 2026-09-08 12:44:00 -04:00
include/generated merge lane E1: income chain 25/25 on the BnkEl oracle; difficulty multiplier resolved (turn.cpp union-resolved: tail phases 17, 21, 31) 2026-09-08 13:55:49 -04:00
src lane T2: the treaty-turn stamp; 76 leaves closed across five pairs, 0 regressed 2026-09-08 14:47:47 -04:00
tests lane T2: the treaty-turn stamp; 76 leaves closed across five pairs, 0 regressed 2026-09-08 14:47:47 -04:00
third_party mars/vfs: gob ZIP reader + native override, miniz 3.1.2; oracle-verified 8352+2035 entries 2026-09-07 17:40:51 -04:00
tools b4: colony + movement hooks; 22 formula corrections (growth curve has no capacity term, range margin +0.05f, ties-to-even rounding); 3 verified signatures 2026-09-08 00:57:55 -04:00
.gitignore init commit 2026-09-07 17:07:54 -04:00
CMakeLists.txt lane P2: fleet path planning (game/nav) 2026-09-08 12:43:11 -04:00
CMakePresets.json m0: binkw32 proxy shim, minhook, trace hook on Application::Initialize; build/deploy tooling 2026-09-07 17:22:15 -04:00
CONTRIBUTING.md CONTRIBUTING: note uv tool install cmake as the local workaround 2026-09-08 09:07:47 -04:00
LICENSE init commit 2026-09-07 17:07:54 -04:00
README.md src/app: the standalone -- load a save, run a turn, write a save 2026-09-08 10:35:45 -04:00

sots-engine

A from-scratch, functional reimplementation of the engine behind Sword of the Stars (2006). Not a byte-for-byte decompilation: behavior-equivalent code, built up one verified piece at a time (OpenRCT2-style) until the tree can build the whole application on its own.

Bring your own game. This repository contains engine code only. Game data, assets, saves, and the original binaries are never included; tests and tools read an owner-supplied copy via $SOTS_DATA_DIR. See CONTRIBUTING.md for the clean-room rules.

Status

Phase 2. M0 done — the shim frontend (src/shim/, a proxy binkw32.dll the original game loads) builds, deploys, hooks, and logs from a real game launch. Engine code accrues under src/mars/ and src/game/; each module is oracle-verified against the owner's game data before merge:

  • mars/parse — brace-block + .effect readers (1,531/1,531 files agree with the reference)
  • mars/text — flat key/value tables, id manifests, CSV (64/64 files agree)
  • game/sim — strategic formulas (economy, research, colonies, movement) as pure functions; 356 hand-computed checks
  • mars/vfs — .gob (ZIP) archive reader + loose-file override; entry counts and bytes verified against unzip
  • mars/stream — the game's self-describing save/serialization format (reader, writer, typed shapes) + gzip; three real saves round-trip byte-identical
  • mars/rng — MT19937 with save-state load/store; layout confirmed against real saves, draw mappings read off the binary (docs/mars-rng.md)
  • game/data — typed catalogs (weapons, ship sections, turrets, id registries, tech tree, strings) with cross-reference checks; 229k values agree with the reference
  • game/design — ship-design assembly/fit/tech-gating rules and derived stats; validates all 127 stock designs from real saves
  • app — the standalone: sots_turn loads a save, runs one strategic turn over the published phase order of all three turn drivers, and writes a save. 14 of the 44 turn-driver phases are modelled; every phase that is not appears in the run log as a named no-op. How far it is from the byte-match, and what stands in the way, is in docs/S-standalone.md

Build: cmake --preset host && cmake --build --preset host && ctest --preset host (Linux); tools/sync-build.sh cross-builds the shim on the lab box and stages it for deployment.

Layout (grows with the work)

  • src/shim/ — binkw32 proxy + hooks + old-vs-new compare harness (frontend #1)
  • src/mars/, src/game/ — the engine and game reimplementation (accruing)
  • src/app/ — the standalone turn driver (frontend #2): load a save, run a turn, write a save
  • include/generated/sots_addresses.h — binary facts (RVAs/prototypes), generated from the RE repo
  • tests/ — host tests; real-data tests skip unless $SOTS_DATA_DIR is set
  • tools/ — build (MinGW i686 cross) and deploy scripts

Planning, findings, and verification evidence are tracked in the private RE repo (sots-re).