Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
Find a file
alex 728348b4a0 lane A2: the alliance mask read from the bytes, and every ModCount writer
Spine phase 4, byte for byte at 0x007dc871-0x007dc8c7. Three separate stores to
the same word -- clear, OR the self bit, then conditionally OR the alliance
mask -- which is what makes the alliance term an OR and is invisible in any
summary of the phase. The bit is the player's POSITION IN THE VECTOR.

Checked against the almem bytes the game archived: 72 of 80 player-records
agree, and the other 8 are predicted by the same model (FinalizeTurnRecords also
runs on load, and the load path does not run the spine, so every save's earliest
archived turn carries a zero mask -- true on all 11).

Reported as loudly: the corpus cannot separate `1 << vectorIndex` from
`1 << PlyrIdx` (0 of 80 records differ), cannot separate the OR from a plain
assignment (every observed alliance mask already contains its member's own bit),
and cannot separate the ALid guard from an AL != 0 guard. Those three are
instruction-stream readings only.

ModCount, named and enumerated. StrategyServer::Write tags both words itself, so
S+0x8 is the wire's ModCount and S+0xc is Frame -- addresses.json has the name
on the wrong word, and turn-driver.md's "they stay in lockstep" is corrected in
place. RTTI gives the reason for the two bases: Game::StrategySim is a base
sub-object at offset 4.

29 writer sites: 20 command handlers plus 6 inlined in the command-batch applier
(each an unconditional bump on ENTRY, before validation), the two turn drivers,
and the abandon/chaos check -- which is gated on Abdn, false on all 28 systems
of all 11 saves. So the per-turn delta is 2 + one per command applied out of
every player's TurnCommands block; the 0x1b4 container stride independently
confirms lane Q's block layout. It is not derivable from the pre-turn save.

The residual is a watchpoint, specified with its own written prediction (exactly
12 hits on turn1-state) and four falsifiers. Direct-call reachability is stated
as the lower bound it is, per lane V2's indirect-edge measurement.

Engine side: sots-engine wip/alliance 5e409cf.
2026-09-08 12:44:30 -04:00
campaign board: VM140 holder = lane H 2026-09-08 12:15:33 -04:00
findings lane A2: the alliance mask read from the bytes, and every ModCount writer 2026-09-08 12:44:30 -04:00
ghidra lane A2: the alliance mask read from the bytes, and every ModCount writer 2026-09-08 12:44:30 -04:00
guides rules: 18 - measure first, the lab exists; static reading explains what you measured 2026-09-08 11:20:30 -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 lane N: the population -> base-output term, read and live-verified 2026-09-08 12:11:52 -04:00
verify lane N: the population -> base-output term, read and live-verified 2026-09-08 12:11:52 -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.