Blocker #4 on lane Y's path to a byte-matching turn. HOW DESIGNS PERSIST, correcting a published finding. Game::ShipDesign::Write is 0x008325e0 and makes four stream calls. The recorded address 0x008747a0 is in NO vftable at all (lane V2's inversion), so "ShipDesign::Write makes no stream call" was a misattribution, not a fact about the class. Game::ShipDesign derives from Game::ShipDesignDef and inherits IStreamable second, so its writer is reached through an adjustor thunk -- which is what the slot-indexed serializer sweep found instead. A design persists as two serializers, base and derived: ShipDesignDef::Write 0x00827390 emits FAIDes/DHide/DWep/DName then exactly three DSec frames (+0x4c command, +0x24 mission, +0x74 engine), ShipDesign::Write appends Dtc, the Dwgv flag and a conditional Dwg frame. THREE sections, not five. The campaign's "slots 3-4 reserved and always empty" was save_reader.py's trailing Rest("sections") sweeping Dtc and Dwgv into the section list, and stock_designs.py decoding them as two empty sections -- rule 8 in its exact form, reader and consumer agreeing with each other and both wrong. Two independent enumerations say three: the writer's straight-line body, and the ctor's eh_vector_constructor_iterator(this+0x24, 0x28, 3) closing at 0x9c = sizeof(ShipDesignDef). DWep and Dwgv are BOOLs, not ints -- byte-indistinguishable from ints at a four-character tag, the same class of defect as ObservedTech.odet. THE 0x400 FLAG IS `defence_platform`, read off the .shipsection parser's own bit setter at 0x005749b7. NOT lane B5's 0x400: that one is a fleet flag, on the wire as FtFlg. The full role-flag table is in the finding. HULL SIZE is section_class through a three-name stricmp table (Destroyer/Cruiser/Dreadnought -> 0/1/2), absent or unrecognised meaning 0 with a log line rather than an error. Both words are recomputed from the data files by ShipDesign::UpdateDerivedStats 0x0087e7c0 and neither is on the wire. Corroborated by the default hull-health table the same bit picks: 500/3000/15000 without it, 100/500/1000 with. MEASURED: the census rebuilt from each save's own state matches the record the game archived, 480 leaves / 0 mismatched over 11 saves and 503 designs, computed independently in Python and in C++. COVERAGE REPORTED AS LOUDLY: only 32 of the 480 leaves are nonzero, and three of the six census leaves (both cruiser rows, dreadnought platforms) are unexercised by every save in the corpus. Closed 0 / regressed 0 against the standalone's divergence list, reported separately: the census leaves live in src/app's turn record, which lane A2 holds this cycle, so this lane evaluated and reported rather than writing. Oracles fixed openly (rule 12): save_reader.py's Des shape, 49/49 with three corrected tests and one added that pins "exactly three DSec" against real saves; stock_designs.json regenerated, whose diff is only raw_slots 5->3 and dWep int->bool across all 127 designs with every other field identical; test_design_rules.py still 32/32 with the same ground truth. 19 addresses in ghidra/addresses.d/lane-d2.json, no collision; the generated header was validated to a scratch path, never written in place. |
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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.