Phase map for both turn drivers, byte-for-byte from objdump rather than the decompiler. Corrections that matter: - the end-of-turn tail is UNCONDITIONAL. turn-spine.md 2.4 step 11 said it is deferred when encounters are pending; that came from reading an inlined std::vector destructor as a branch (both arms converge at 0x007dcb38). There is no branch on the encounter snapshot in the function, and 0x00794ad0 does not build an encounter list -- it builds the 15 ship-action type ids. - ServerPlayer::ProcessTurn takes one float argument and never reads it. - the ResearchRollPending site runs AFTER ProcessResearch, not before, and clears the flag only when the roll actually fires. Threshold is a strict 0.5f < progress/Cost. Both consumers located by a full displacement scan. - EVENT_NO_RESEARCH's gate is 'completed nothing this turn', not 'nothing available' -- 0x00584e50 collects RESEARCHED techs, not available ones. - a fired research roll costs one or two RNG words, not one: the plague branch draws a second NextInt and posts EVENT_PLAGUE_OUTBREAK. - two StrategyServer bases four bytes apart, and two per-turn counters. - new: the research refund at 0x008914aa, previously unmodelled. 45 addresses in ghidra/addresses.d/lane-t.json (669 -> 722 entries, no dupes). |
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|---|---|---|
| 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.