Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
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alex ab1c2296a1 B5: the combat resolver's sub-dispatcher is RETREAT, and it is the largest
saved-state writer under combat

FUN_007d5a00's six callees, read from the instruction stream to the next
function start, plus 18 helpers. Lane J named this "the real per-phase combat
pipeline"; the identification of it as the most tractable target was right and
the characterisation was not. It is one subsystem -- destinations, group,
classify, split, execute, destroy -- and it is StarFleet retreat.

Seven saved fields or containers move on this path: ship->fleet membership,
StarFleet objects created and destroyed in the master list, the system fleet
lists, fleet position/location/flight plan/flags, the ServerSystem presence and
explored masks, the per-player PlayerView, and ServerPlayer.GTraf.

Closes struct-recovery.md section 7's open "OID allocation (R2's x16)": the
allocator is at 0x008b8ae0, the counter lives per network node at
IDMap->+0x08 + node*0x14 + 0x10, it is pre-incremented and never issues 0, and
an id is (counter << 4) | (node & 0xF). R2's x16 is the shl 4. A partial
retreat mints one id per group, and that counter is almost certainly the save's
NMnx tag -- labelled hypothesis, with a falsifiable prediction written down
before any run.

New rule: retreating from a system you had not explored marks it explored for
you, writing EFlags and refreshing the PlayerView. New diplomacy rule: a system
whose owner captured it on the current turn loses that owner's ceasefire cover
in the hostile-presence test.

RNG recomputed independently from a different root and with a different tool:
327 functions in the closure once E9 tail-call thunks are followed (the first
pass missed an 8-byte jmp thunk and with it the whole id-allocator chain), zero
calls to the four primitives, zero inlined MT tempering immediates, and one
false-positive 0x11c stride that is StarFleet.FtMS being initialised to -1.
Bound, not proof: 152 indirect call sites in 91 of the 327, four of them on the
main line and flagged for the vtable lane.

Corrects my own first reading of the fleet-creation call: a ret-N tail-call
thunk in the middle of an argument list makes three pushes look like they
belong to the wrong call. Checking ret N against the push count catches it.

The honest limit stands: none of this has ever executed under an instrument.
combat-resolver.md section 10.3's workload now needs a second condition -- the
battle must produce a retreat, or all six phases are no-ops.
2026-09-08 12:00:14 -04:00
campaign board: lane Y generator gap measured and attributed; BnkEl inversion oracle; divisor defect understated 2026-09-08 11:42:25 -04:00
findings B5: the combat resolver's sub-dispatcher is RETREAT, and it is the largest 2026-09-08 12:00:14 -04:00
ghidra B5: the combat resolver's sub-dispatcher is RETREAT, and it is the largest 2026-09-08 12:00:14 -04:00
guides rules: 18 - measure first, the lab exists; static reading explains what you measured 2026-09-08 11:20:30 -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 campaign: forgejo issues sync script; issues are the published board 2026-09-07 15:04:57 -04:00
tools lane Y: the standalone's generator against lane Z's calibrated oracle pairs, and the tail's turn record 2026-09-08 11:40:19 -04:00
verify lane Y: the standalone's generator against lane Z's calibrated oracle pairs, and the tail's turn record 2026-09-08 11:40:19 -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.