Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
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alex a4a1d373f1 RB: replay a recorded turn's commands -- ModCount is reachable, and the rates frame's memory order is not its wire order
sots_turn --turn-commands puts /Sim/ModCount on the original's 24 with zero residual, closing
the one leaf that has been unreachable from a save all campaign. Canonical pair 108 -> 62,
closed 46, regressed 0, fresh build directory.

The .tcb capture format (line-oriented, parser-free, '?' for a field the instrument could not
read, per-client AI seeds), a converter from lane L4's shim dump, and an adapter from lane CB's
JSON capture -- CB's stays the capture of record, .tcb stays the engine's input, and the two
paths produce byte-identical replays.

A falsified prediction paid for itself: the first run regressed two leaves because list 5's
element is decoded in MEMORY order, and the memory order of the rates frame is NOT its wire
order. Memory member 1 is wire member SRsc; six members unread. Lane CB's decoder has the same
defect and should drop its list-5 record.

Two new addresses (the second and third gate-loop heads) in ghidra/addresses.d/lane-rb.json.
2026-09-08 19:01:35 -04:00
campaign resolution: byte-match survives as C-exact/C-set; tie set is a draw support not equal cost; rule 26 on self-consistent controls 2026-09-08 18:38:37 -04:00
findings RB: replay a recorded turn's commands -- ModCount is reachable, and the rates frame's memory order is not its wire order 2026-09-08 19:01:35 -04:00
ghidra RB: replay a recorded turn's commands -- ModCount is reachable, and the rates frame's memory order is not its wire order 2026-09-08 19:01:35 -04:00
guides resolution: byte-match survives as C-exact/C-set; tie set is a draw support not equal cost; rule 26 on self-consistent controls 2026-09-08 18:38:37 -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 RB: replay a recorded turn's commands -- ModCount is reachable, and the rates frame's memory order is not its wire order 2026-09-08 19:01:35 -04:00
verify RB: replay a recorded turn's commands -- ModCount is reachable, and the rates frame's memory order is not its wire order 2026-09-08 19:01:35 -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.