We consume 18-22 generator words per turn and model none of them as a count.
All of it is inside StrategyServer::ProcessTurn; OnAllCombatDone_Tail costs 0
on every turn observed; the residual outside the two drivers is exactly 0. The
generator does not move between turns at all, so the interval a standalone has
to reproduce is closed at both ends.
The instrument reads generator STATE, not calls, and that choice paid: the
image has four draw entry points, not three (NextUInt 0x004f7670 is in no
lane's primitive set) plus inlined draws in twelve functions, two reachable
from the turn roots. A primitive-counting hook would have undercounted
silently.
Checked against the save files independently: the turn-6 autosave pair gives
18 words read from the two Sim.RNG blobs, and with twists == 0 that number
never passes through a twist implementation -- so the two instruments do not
share the hidden assumption they could have.
Corrections to combat-done-tail.md, in place:
* the node-line 0x20000-fleet check runs AFTER the Chance(0.5f) call and
cannot gate the draw; the expiry test is NodePath::RemainingLife 0x006e2130
and is now a formula rather than a description
* StrategyHost::Autosave is ret 8 and returns the std::string* in EAX
* SNMAllCombatDone IS delivered every End Turn (8 of 8) -- lane K's inference
was right; the stronger no-encounter reading is narrowed, not closed
* S+0x8 advances 12-14 times per turn, not twice
Node-line decay still has not fired. The hook reports the distance instead of
the absence: 51 of 53 lines are permanent, the mortal ones are dug ~1/turn by
the Zuul, each ~40 turns from expiry. It stays a labelled hypothesis.
|
||
|---|---|---|
| campaign | ||
| findings | ||
| ghidra | ||
| guides | ||
| notes | ||
| objects | ||
| scripts | ||
| tools | ||
| verify | ||
| .gitignore | ||
| README.md | ||
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.
Campaign (how this repo is run)
A 4-agent crew (defined in ~/.claude/agents/re-*.md) runs the exploration:
re-quartermaster (backlog + board) → re-analyst (maps via ReVa) →
re-verifier (proves vs real data; old-vs-new differential once reimpl starts) →
re-scribe (files the note, links it, commits).
campaign/board.md— live status board (start here).- Live tracking = Forgejo issues on
alex/sots-re(labelsstatus/*are the kanban columns;type/*,conf/*).campaign/board.mdis the editable mirror — publish withscripts/forgejo_campaign.py bootstrap(needsFORGEJO_TOKEN). campaign/backlog.md— prioritized target queue.campaign/open-questions.md— unresolved threads.findings/_template.md— the record format every finding follows.findings/{objects,control-flow,subsystems}/— the growing engine map.verify/{parsers,traces,harness,results}/— validation: struct parsers now, golden-trace replay + shim compare-mode for reimplementation.ghidra/— exported scripts + datatype archives.
Approach & north star: findings/00-strategy.md. Binary facts: findings/01-fingerprint.md.
Sibling repo
alex/sots-engine — the from-scratch engine source (clean-room, public-capable). This repo keeps the
evidence + planning for both; binary facts cross over only via ghidra/addresses.json → tools/gen_addresses.py.
guides/re-windows-2000s-howto.md— annotated bibliography + how-to for RE of mid-2000s MSVC/DX9 Windows games, with our-experience call-outs.