Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
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alex 696935ea2a lane BU: H1 confirmed - the fleet-visit order is ascending fleet->Location, and the two-file outcome set is the two orderings of two heap pointers
Three fresh processes on ad-turn27 with the seeds pinned, hooking the two
single-caller per-element callees of the assignment walk.

  * ascending fleet->Location: 6 of 6 multi-element sequences
  * ascending element address (the committed prediction P3): 0 of 6
  * ascending fleet id / systemId / minimum ship id: 0 of 6 each

Three processes gave three different orders of the same six fleets, and every
difference is a pair whose Location addresses exchanged relative order. Runs 1
and 2 wrote byte-identical autosaves and still visited differently. Run 3
flipped the branch and its two Location addresses flipped with it: it is
byte-identical to lane BP's run B, runs 1 and 2 to BP's A and L.

So P3 is falsified as written and its hypothesis class, H1, is confirmed with
a sharper key. H1b is excluded on this path.

Second finding the static read had missed: the fleets already carry their new
ids when the walk first touches them, so the mint is upstream in the gather.
That moves the engine's canonicalisation point by one level.

rule 26(d) and rule 19 are both met by measurement rather than argument: an
instrumented pinned run reproduced an unpinned natural run byte for byte,
twice.
2026-09-09 03:38:22 -04:00
campaign lane BS merged: the per-history residue is an absent Colonize task; BR's generator row scoped to encounter-free turns 2026-09-09 03:14:28 -04:00
findings lane BU: H1 confirmed - the fleet-visit order is ascending fleet->Location, and the two-file outcome set is the two orderings of two heap pointers 2026-09-09 03:38:22 -04:00
ghidra lane BU: the fleet-visit-order prediction, committed before the run 2026-09-09 03:15:19 -04:00
guides lane BS merged: the per-history residue is an absent Colonize task; BR's generator row scoped to encounter-free turns 2026-09-09 03:14:28 -04:00
notes init commit 2026-09-07 12:31:56 -04:00
objects regenerate both headers (669 addresses); track objects/generated so the shared clone stops sitting dirty 2026-09-08 07:36:16 -04:00
scripts lane V2: vtable inversion — resolve indirect call edges image-wide 2026-09-08 12:05:05 -04:00
tools vmshot: make Pillow optional so --one works anywhere, and document the invocation that supplies it 2026-09-09 02:52:56 -04:00
verify lane BU: H1 confirmed - the fleet-visit order is ascending fleet->Location, and the two-file outcome set is the two orderings of two heap pointers 2026-09-09 03:38:22 -04:00
.gitignore lane D: automated struct recovery from the IStreamable serializers 2026-09-08 05:51:37 -04:00
README.md guides: RE how-to for 2000s MSVC/DX9 games (98 sources); queue replay-checksum, class recovery, apitrace/TTD 2026-09-07 18:05:58 -04:00

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 (labels status/* are the kanban columns; type/*, conf/*). campaign/board.md is the editable mirror — publish with scripts/forgejo_campaign.py bootstrap (needs FORGEJO_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.