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README.md

References

Recovered ground-truth material used to guide the decompilation. Nothing here is a disassembly (those live in ../IDA Files) — this folder holds the non-disassembled evidence that tells us what the original code actually looked like: real source, original source-tree structure, DWARF-derived type/declaration hints, and memory/module layout maps.

Data-defect note (2026-07-05): the GUIAPT64 native-8 GuiApt bundles ship with a frame-table alignment bug (113/290 affected — silently missing menu text/panels). Full write-up + repair tool: GUIAPT64_FRAMETABLE_BUG.md.

Disassembly inventory note (2026-07-04): IDA Files/Burnout_External_Xbox_One.exe.i64 (exported to .ida-exports/Burnout_External_Xbox_One.exe/) is the retail Xbox One build — the only 64-bit binary with Apt symbols. Its named public accessors pin exact 64-bit member offsets, making it the ABI arbiter for every native-8/x64 layout decision. See AGENTS.md ("XBOX ONE EXTERNAL") for its ladder position.

Each subfolder corresponds to a different build or source of truth, because no single artifact is complete. Use them together: DecFIGS tells you which source file and line every instruction came from and provides C++-shaped declaration/type hints, Feb-2007 shows you what that source looked like for one module, and BPR pins down where modules live in the PC build's memory.

Contents

The complete script inventory is in ../tools/README.md. The reference-specific tool map is:

Reference area Tools that produce or query it
DecFIGS source attribution tools/ida/export_lineinfo.py, tools/ida/build_source_tree.py
DecFIGS dossiers tools/work/dossier.py via work show <tu> --full
Execution-derived goals tools/work/trace_import.py via work goal import-trace
Wiki type index tools/work/wiki_index.py --lookup <Type>
RenderWare rw:: headers tools/renderware/generate_headers.py
Ledger identity and TU grouping tools/work/build_identity.py, tools/work/build_tu_index.py, tools/work/build_type_deps.py
Folder What it gives the decomp
Feb-2007/ A real slice of original Burnout 5 source (the BrnEntityModuleUnity translation unit) leaked from a 2007-02-21 PS3 build. Ground truth for class layouts, naming, and code style.
DecFIGS/ DWARF-derived source attribution from the DecFIGS Internal PS3 build: per-function source file/line/inlining maps, the full original source-tree skeleton, and dwarfdump/ C++-shaped declaration/type/local-variable hints. Tells you how to partition the disassembly back into files and helps recover source-like types and signatures.
BPR/ The Burnout Paradise Remastered / PC build module map: nested game-module classes and their byte offsets. Ground truth for the top-level engine object graph.
Apt/ Leaked original EATech Apt SDK source (added 2026-07-10): a 2008-era public-API drop plus a full 2014 SDK tree (CIH/interpreter/GC internals, the objects/sprite/text.gperf member tables, original macros). Naming/structure/algorithm corroboration for the Apt subsystem only — version-drifted, incomplete, untracked, and never copied verbatim. See its README.
CXX_NAMING_CONVENTIONS.md The naming convention for all new owned C/C++ (types, functions, variable scope/type prefixes, constants, enums, files), derived from the project's own code. The single source of truth for reconstruction style — the convention wins over Hex-Rays names.