Settles the 0x18-vs-0x1c contradiction lane X raised. 0x1c is right, everywhere, and there is exactly one std::string instantiation in this binary: _Bx@0, _Mysize@0x10, _Myres@0x14, _Alval@0x18. ObservedTech+0x24 is that string's trailing empty-allocator word, not the unaccounted data field it was read as. Three complete enumerations of the element each skip it: ObservedTech::Write 0x00817cf0, the ctor 0x008562a0, and the copy ctor inlined at 0x0079a184. Generalised with a new scanner, tools/strfootprint.py, which recovers every (base, disp, tag) handed to the Mars::Stream string helpers: 65 std::string members off a non-stack base across every serializer in the exe, ZERO with a sibling member inside the 0x1c span, and 51 of the 52 measurable inter-member gaps exactly 0x1c. Corroborated by the vector<string> walk stride (add esi,0x1c @0x00699c29), PostEvent's by-value strings at [ebp+8]/[ebp+0x24] with RET 0x4c, and MoraleEvent 0x50 = name@0x34 + 0x1c. Blast radius: zero recovered struct tables were wrong. Every string-bearing layout already used 0x1c spans and 0x1c gaps -- ServerPlayer::pswd @0x2dc..0x2f7, the row flagged for re-checking, included. Only prose carried the 0x18 number: the loader-prototypes conventions line, the GlobalConst_ParseString prototype, and the ObservedTech element table. struct-recovery S0 additionally had _Mysize/_Myres transposed (size@0x14, res@0x18) while every table in the same file used the correct offsets; fixed. ObservedTech's four on-disk fields are now mapped rather than guessed, by reading the serializer as lane X suggested: +0x04 uint16 otnF, +0x06 uint16 otnL, +0x08 bool odet (ONE BYTE, WriteBool), +0x0c std::string otch (0x1c), +0x28 int owith = 0x2c exactly. That matches save_reader.py's on-disk order already. Game:: ObservedWeapon (0x00817bc0/0x00817b10) is the same element with tag owep. Oracles unaffected and re-run: save_reader 36/36 and --strict exit 0 on all three real saves; state_checksum 38 tests OK, coverage PROVED byte-for-byte on turn1 and turn3. sots-engine wip/strings 32d3e36 syncs the header and corrects two stale "unpinned" comments: clean_room_check OK, host ctest 33/33. Standing rule this produced: never size a struct member from the offsets the code touches. This build's STL puts the empty allocator LAST in both string (0x1c) and vector (0x10), and an empty allocator is never loaded or stored, so a touch-scan undercounts by exactly 4 every time. Size from an enumeration instead. |
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|---|---|---|
| campaign | ||
| findings | ||
| ghidra | ||
| guides | ||
| notes | ||
| 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.