Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
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alex a264529b88 BQ: probe 1 run - the load->turn pair is not the continuation's, and turn 40 varies by COMBAT, not by the research pick
Both committed predictions are wrong, in different and useful ways.

1b FALSIFIED: ar-oracle-A-pre.sav + load + one End Turn gives 4c356f59...,
not 7a8b3d5e... - and gives it byte-for-byte in two fresh hooks=off
processes. 23 leaves apart from AR's continuation, 17 of them one AI fleet
(Zeta Fleet V moved in the continuation and stayed put after a load). So
AR's second hash may NOT enter determinism-hashes.txt as a load->turn pair;
the load form is certified instead. The resave canonicalisation is
exonerated: the pre-turn round trip differs in exactly one leaf,
/CD[1]/NPrvVa, +5.00 per load - which also corrects determinism-oracle.md's
"nothing else varies".

Probe 1: the two files DIFFER, and /Sim/RNG, /Sim/trdmgr and every player-0
fleet are identical as predicted - but ZERO TechTree and ZERO ResTNm leaves
differ. Both processes picked BIO_GrvAdpt. The 144 leaves are a combat at
Venkman: Auto Resolve Peacefully means the human commits no ships, not that
no combat occurs, and the planet's defences killed two raiders in one
process and one in the other.

The producer run (config already on the guest, no build) names why the pick
agreed: producers A and B both returned null, Player[32] reached the
candidate walk, and candidatesTried=1. The outcome set is a singleton by
COUNT, not by producer gate - so ResTNm == '' is necessary for research
exposure, not sufficient.

VM145 restored byte-for-byte and released.
2026-09-09 02:12:15 -04:00
campaign lane BP merged: C-exact false on a rich turn, residue is one fleet-id transposition; rule 26(c) qualified 2026-09-09 02:02:10 -04:00
findings BQ: probe 1 run - the load->turn pair is not the continuation's, and turn 40 varies by COMBAT, not by the research pick 2026-09-09 02:12:15 -04:00
ghidra AP: P's three draws are two species branches - 0x00840a3c fires, 0x0088dc43 fires, the deploy NextFloat measured 2026-09-09 01:33:23 -04:00
guides lane BP merged: C-exact false on a rich turn, residue is one fleet-id transposition; rule 26(c) qualified 2026-09-09 02:02:10 -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 dashboard: value-domain line as the counterweight to the 99.99%-typed figure 2026-09-08 21:59:34 -04:00
verify BQ: probe 1 run - the load->turn pair is not the continuation's, and turn 40 varies by COMBAT, not by the research pick 2026-09-09 02:12:15 -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.