# sots-re Reverse-engineering worklog for **Sword of the Stars (2006, SOTS1)** — the 32-bit DX9 original + expansions. The nitty-gritty: static/dynamic analysis notes, Ghidra & ReVa scripts, function/struct maps, D3D9 call traces, decomp progress, findings. ## Where this runs Analysis lab on **spicy** (PVE, 192.168.3.201): - **CT111 `sots-re`** — Linux workspace: Ghidra + headless ReVa server, radare2/rizin/cutter, binwalk. Hosts the Samba share and this repo's working tree at `/srv/re-lab/notes`. - **VM140 `sots-re-win10`** — Win10 runtime + dynamic analysis (x64dbg, Cheat Engine, RenderDoc/apitrace, DXVK→CPU-Vulkan for GPU-less rendering). Infra (guests, storage, network, share, ReVa endpoint) is documented from the system-maintainer POV in **trikilli** → `services/re-lab.md`. This repo is everything else. ## Layout - `findings/` — the running findings log (append-only), one file per subsystem. - `ghidra/` — exported scripts, data-type archives, struct definitions. - `traces/` — D3D9 / Win32 API call captures + analysis. - `scripts/` — helper tooling (loaders, extractors, parsers). - `notes/` — session notes, scratch, hypotheses. ## Ownership / legality Game binaries come from the owner's own GOG/Steam copy. RE is for personal interoperability, bug-fixing, and preservation. Binaries themselves are **not** committed here (see `.gitignore`) — they live on the lab's Samba share `/srv/re-lab/samples`.