The complement to the per-function compare harness. Instead of "did this function's declared outputs match", it asks "is the entire simulation state still identical" -- so no region-declaration mistake can hide from it. Coverage is PROVED, not declared: the digest tree is re-serialised and compared byte-for-byte against the inflated save on every run. When that reconstruction reproduces the stream, the whole file is a function of the digest's inputs. A run that cannot account for the file says so and exits non-zero. This is the direct answer to B4's three hooks that printed "0 diverged" over an empty region set. It localises. The root is the fold of a per-subsystem / per-object tree with named objects, so the known load->re-save delta reports as exactly five leaves -- /Summary/Checksum and four /Sim/players/Player[...]/Status 4->0 -- naming the two Singularity players by id where the raw byte diff could only say "1st of two". One real End Turn reports as 108 fully attributed differences. Float-parity policy is explicit and strict by default (STATE_CHECKSUM.md 3): raw IEEE-754 bits; a `canonical` policy for signed zero and NaN payloads only; and deliberately NO tolerant hashing mode, because quantisation moves the cliff rather than removing it and destroys the roll-up. Tolerance lives in the differ as --ulps, applied after localisation. Corpus census: 0 NaN, 0 -0.0, 0 subnormals across 4,474 float leaves, so the strict default costs nothing today and a test fails the day that changes. Validated on the real saves (verify/results/state-checksum/): 10 files, 4 distinct contents, all STABLE + COVERED; chain record/verify works on the real turn1-3 saves. The VM-driven replay loop is designed (section 5) but UNRUN. Section 3.5 names the one question the host side cannot settle -- whether the turn pipeline depends on x87 intermediate precision -- and the experiment that would: force fpu_cw to 0x027f / 0x127f / 0x137f across End Turn and checksum the three autosaves. Also recorded: Summary.Checksum is NOT a byte sum over the inflated stream nor a sum over the int leaves (both ruled out), so nobody repeats those two. 38 tests; sots-engine untouched, clean_room_check.sh OK. |
||
|---|---|---|
| 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.