Eight End Turns across two saves. A turn costs 18-22 generator words, all of it inside StrategyServer::ProcessTurn; the tail costs 0; the residual outside the two drivers is exactly 0 on every complete bracket. The generator does not move between turns at all, so the interval a standalone has to reproduce is closed at both ends. Checked against the save files, not just against itself: the turn-6 autosave pair gives 18 words read from the two Sim.RNG blobs, with twists == 0 -- so that number never passes through a twist implementation and the agreement is about the game rather than about two copies of one algorithm. P6 was wrong. S+0x8 advances 12-14 times per turn, not twice; both drivers are hooked so the other increments come from somewhere unidentified. Lane K's 'at least twice' was right and its conclusion is strengthened. Node-line decay still has not fired, and the hook now says how far away it is rather than that it did not happen: 51 of 53 lines are permanent, the mortal ones are dug ~1/turn by the Zuul, and each is ~40 turns from expiry. |
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|---|---|---|
| cmake | ||
| docs | ||
| include/generated | ||
| src | ||
| tests | ||
| third_party | ||
| tools | ||
| .gitignore | ||
| CMakeLists.txt | ||
| CMakePresets.json | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| README.md | ||
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
$SOTS_DATA_DIR. See CONTRIBUTING.md for the clean-room rules.
Status
Phase 2. M0 done — the shim frontend (src/shim/, a proxy binkw32.dll the original game
loads) builds, deploys, hooks, and logs from a real game launch. Engine code accrues under
src/mars/ and src/game/; each module is oracle-verified against the owner's game data before merge:
mars/parse— brace-block +.effectreaders (1,531/1,531 files agree with the reference)mars/text— flat key/value tables, id manifests, CSV (64/64 files agree)game/sim— strategic formulas (economy, research, colonies, movement) as pure functions; 356 hand-computed checksmars/vfs—.gob(ZIP) archive reader + loose-file override; entry counts and bytes verified againstunzipmars/stream— the game's self-describing save/serialization format (reader, writer, typed shapes) + gzip; three real saves round-trip byte-identicalmars/rng— MT19937 with save-state load/store; layout confirmed against real saves, draw mappings read off the binary (docs/mars-rng.md)game/data— typed catalogs (weapons, ship sections, turrets, id registries, tech tree, strings) with cross-reference checks; 229k values agree with the referencegame/design— ship-design assembly/fit/tech-gating rules and derived stats; validates all 127 stock designs from real saves
Build: cmake --preset host && cmake --build --preset host && ctest --preset host (Linux);
tools/sync-build.sh cross-builds the shim on the lab box and stages it for deployment.
Layout (grows with the work)
src/shim/— binkw32 proxy + hooks + old-vs-new compare harness (frontend #1)src/mars/,src/game/— the engine and game reimplementation (accruing)include/generated/sots_addresses.h— binary facts (RVAs/prototypes), generated from the RE repotests/— host tests; real-data tests skip unless$SOTS_DATA_DIRis settools/— build (MinGW i686 cross) and deploy scripts
Planning, findings, and verification evidence are tracked in the private RE repo (sots-re).