Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
Find a file
alex d4f9404960 lane G3: civilian growth read and measured; out[6] is not a repair number
findings/subsystems/population-growth.md -- ServerSystem::GrowCivilianPops
0x00754220 read byte for byte, its whole chain, and Ship::RepairCost
0x00815180.

The headline is a correction to the brief's premise. The pass is NOT gated
on imperial carrying capacity. The whole system's civilian delta is clamped
to 20,000,000 -- POPTYPE[1]+0x08, an int64 literal in the executable -- and
on both reference pairs that clamp decides the value: the uncapped delta is
7.5x it and the capacity headroom 25x it. The imperial capacity is pinned
at exactly Size x 1e8 from the corpus alone, by two independent behaviours
of one colony across three turns, with no data files.

Two boundary corrections, both of the rule-17 shape. GrowCivilianPops is a
loop over group types whose back edge lies outside every decompiler `if`,
so it reads as straight-line code if you stop at the first `ret`; its real
end is 0x00754b59. MaxPopGeneric ends at 0x0074a6cd, so the 0x0074a6d0 that
lanes N and E1 both cite for the capacity-surplus pair is a different
function.

A table correction with teeth: InitPopTypeTable never writes the group
ceiling at +0x28/+0x2c. The CRT static initialiser at 0x009abe20 does, to
INT64_MAX, and nothing else touches it -- so the clamp that reads it is
always a no-op. A reader who opens only the obvious initialiser sees zero
there and would cap every carrying capacity in the game at nothing.
Lane N's whole table is otherwise reproduced independently from the
six-register fxch rotation.

output-turn-path.md: out[6] is NOT the ship-repair demand. 0x007460b0 sums
0x0081f8c0, which gates on the design's carried-population bit and computes
GroupIncome over the ship's own Population -- so it is the income of
population carried in slaver and colony hulls, a slot the engine already
had under a name nobody had connected to it. Corrected in place, with
lane-c3.json's three unread stubs superseded by lane-g3.json's read entries.

Ship::RepairCost is unexercised on the corpus and that is a measurement,
not an absence (rule 20): the independent colony keeps a ten-ship fleet in
orbit over Koa'Vo on both reference pairs and its Sav closes exactly with
the demand taken as zero, which it could not do if any hull had a cost.

Engine side: sots-engine wip/growth ed6602e -- reference pair 78 -> 81
closed, 0 regressed; pair 2 36 -> 39 closed, 0 regressed.
2026-09-08 15:53:08 -04:00
campaign board: VM140 holder = lane W3 2026-09-08 15:49:45 -04:00
findings lane G3: civilian growth read and measured; out[6] is not a repair number 2026-09-08 15:53:08 -04:00
ghidra lane G3: civilian growth read and measured; out[6] is not a repair number 2026-09-08 15:53:08 -04:00
guides rules 21-22: lanes never touch the shared worktree; union-resolve is not concatenation. VM released 2026-09-08 15:34:12 -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 lane EV: what a turn actually posts, and two corrections to events.md 2026-09-08 15:40:07 -04:00
verify standalone report from merged main: default 209 -> 131 closed 78; note the with-inputs 127 distinction 2026-09-08 15:49:04 -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.