Reconstruction / project overview
From binary to source.
Matching, linking and the work still to map—grouped by subsystem.
The remaining executable stays in view.
{{BOUNDED_DETAIL}}Verified game matches occupy {{TEXT_MATCH}} of the executable code section. Unmapped bytes still include game code, library code, tables and padding; mapping them is part of the work.
Subsystems
Matching within each mapped group. Select a group to explore its methods.
Source inventory
Logical reconstruction groups; original translation units are unknown.
Comparison = VC6 image · Native test = executed in a harness · Game = linked into the production native runtime.
| Method | Reconstruction unit / source | Matching | Comparison | Native test | Game | Boot build |
|---|
| Current source translation unit | Known methods | Matching | Comparison | Native test | Game |
|---|
What remains to reach 100%
{{NATIVE_NOTE}}
Finish the executable inventory
Assign remaining function extents, data and globals. Separate game code, runtime support, tables and padding. Recover translation-unit groupings where evidence permits.
Reconstruct the missing methods
Turn mapped methods and partial candidates into verified source. Keep strict compiler comparisons, dependency checks and behavior controls passing.
Build the native game from source
Connect reconstructed subsystems through the prepared source export. Resolve imports, data and platform services, then verify complete game behavior.
Metric definitions, executable ranges and inventory gaps
Matching: the byte lengths of complete game methods with a strict 100% normalized comparison, divided by bounded game-method bytes in this inventory. Partial similarity scores are shown on individual candidates but do not count as completed bytes. Raw byte equality is reported separately.
Linking: bounded game-method bytes integrated into the production native runtime, over the same bounded-game denominator. A method in the small VC6 comparison image or a native test harness does not count as production linkage.
Coverage: known nonoverlapping function bodies divided by the logical executable-section extent. Address-only observations and code fragments add no completed bytes. Libraries, compiler glue and functions of unresolved provenance remain separate from game-method progress. Unclassified functions use the same strict comparison gate, but their matched bytes count toward neither game nor library totals. Section file-alignment tails are excluded; padding inside logical sections remains unclassified until identified.
Source TUs: current reconstructed C++ files, with percentages over their registered methods. They are not recovered original translation units. Subsystems with no audited methods remain “Unmapped”. Original data/global coverage and a whole-game function count remain unknown.
Snapshot: current matching inputs are hash-checked when this page is generated. The source revision and snapshot date above identify the saved view. Regenerate it after new evidence; there is no background update or network request.
Target SHA-256: {{SOURCE_IDENTITY}}
Executable sections · end addresses exclusive
| Section | Virtual address range | Extent |
|---|
Unmapped ranges · may contain observed entry points
| Virtual address range | Extent |
|---|