Sword of the Stars (2006) reverse-engineering worklog. Infra docs live in trikilli services/re-lab.md.
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alex fdd0b72b7a state-checksum: whole-state diagnostic checksum harness (lane C)
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.
2026-09-08 03:46:34 -04:00
campaign state-checksum: whole-state diagnostic checksum harness (lane C) 2026-09-08 03:46:34 -04:00
findings lane R: golden-trace recapture with guards on the live game 2026-09-08 03:06:43 -04:00
ghidra events: regenerate header (380 entries) 2026-09-08 02:50:38 -04:00
guides 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
notes init commit 2026-09-07 12:31:56 -04:00
scripts campaign: forgejo issues sync script; issues are the published board 2026-09-07 15:04:57 -04:00
tools reva_call.py: HTTP fallback for Ghidra when the MCP link drops; claim VM140 for recapture lane 2026-09-08 02:12:16 -04:00
verify state-checksum: whole-state diagnostic checksum harness (lane C) 2026-09-08 03:46:34 -04:00
.gitignore ignore pycache 2026-09-07 15:55:37 -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.