Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
Find a file
alex d7ea0a048c lane D: automated struct recovery from the IStreamable serializers
Every serializable class carries an enumeration of its own fields -- its
Write(Stream&), walking the members in order with a 4-char tag. This decodes
that idiom mechanically for the whole binary in 0.35 s.

Validation first (tools/serializers.py validate), against answers the campaign
already had before the tool existed:
  A  305/307 field offsets+kinds exact across 17 classes, 0 WRONG, vs
     struct-recovery.md 1-4 and observedtech-append.md
  B  sizeof from the container-stride divides: ObservedTech 0x2c, MoraleEvent
     0x50, PlayerReport 0x30, DiplomacyStats 0x24 -- all matching
  C  22 of save_reader.py's shapes, tag order identical (Sys 78 tags,
     Player 104, CreateParams 25, Ship 22): 22 agree, 0 disagree
  D  Read/Write cross-check on every class: 437/437 field offsets agree

At scale: 386 classes with a Write, 1,682 member fields.
  verified 87 (542 fields) | clean 77 (328) | unnamed 176 (471)
  partial 31 (341) | empty 15
  58 classes with a sizeof corroborated by a second line of evidence
  (45 container stride, 13 enumeration meeting the embedding bound); the rest
  report a lower bound and say so.

Four things each worth 10-170 classes: the RTTI class hierarchy descriptor as
the only honest "is this an IStreamable" test (a 3-slot vftable also matches
TacAISquadRule_* and the row parsers); mod=0 memory operands, which x86disp.py
cannot index and which hide every field at offset 0; the member->id pointer
idiom behind every handle field; and sub-writers, both base-class and private
(StrategyServer's six id lists live in FUN_00794cd0).

Failure classes are enumerated in the finding -- 176 anonymous-tag classes are
a hard limit on names but not on layout, and the other 64 are bounded
mechanical fixes. Two fields lost to a value assembled across a branch were
left unrecovered rather than patched with an unverifiable heuristic.

Write-back: 288 structures + 328 labels into Ghidra (0 failures), +201
addresses.json entries, header regenerated with tools/gen_addresses.py.

Note: ghidra/addresses.json also carries lane V's already-written live
confirmation text on ObservedTech_sizeof and ServerPlayer_off_ObservedTechs --
their edit, swept in only because we share the file.
2026-09-08 05:51:37 -04:00
campaign board: claim VM140 for lane V; record briefing error on fpu_cw parameters 2026-09-08 05:14:19 -04:00
findings lane D: automated struct recovery from the IStreamable serializers 2026-09-08 05:51:37 -04:00
ghidra lane D: automated struct recovery from the IStreamable serializers 2026-09-08 05:51:37 -04:00
guides lane S: std::string is 0x1c binary-wide; ObservedTech element fully mapped 2026-09-08 05:09:33 -04:00
notes init commit 2026-09-07 12:31:56 -04:00
objects lane D: automated struct recovery from the IStreamable serializers 2026-09-08 05:51:37 -04:00
scripts campaign: forgejo issues sync script; issues are the published board 2026-09-07 15:04:57 -04:00
tools lane D: automated struct recovery from the IStreamable serializers 2026-09-08 05:51:37 -04:00
verify lane S: std::string is 0x1c binary-wide; ObservedTech element fully mapped 2026-09-08 05:09:33 -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.