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.
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. |