Produces the game states several board rows were blocked on, and reads each one back out of the save before claiming it. - CD/TurnCommands_v5 decoded: three saves with issued orders (research target, research boost, build orders, system rates, colonize, fleet move). Layout in SAVE_FORMAT.md section 11; ids cross-checked against the same file's Sys/Flt. - Waypoint type 3 (NodeRoute) now has 16 instances in one save and the player's own fleet is a mover in two. Type 2 is shown NOT to be produced by a Move order for either node-drive race (Zuul and Human both emit type 3). - research_roll_pending true at load in two saves; the ProcessTurn gate constant at 0x00a2c788 is a float 0.5, so the flag survives into ProcessResearch only while progress/cost <= 0.5 at the start of the turn. - Budget tail: construction and a large maintenance are live; Nexp is empty in all 11 saves and the 1.8 UI has no expense slider, so slot 12 looks dead. VM140 restored to the original 8-file SavedGames set (autosaves byte-identical) and left at the main menu; VM140 row set FREE. |
||
|---|---|---|
| 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.