docs: native-engine RE — Ghidra+MCP loop + opcode dispatch table + u00428010 correction

Ghidra+MCP workflow validated. Found the opcode->handler dispatch table
(*(ctx+0x9b8f4+op*4), registered by FUN_00413860) — the general fix for Kelebek VA
drift. Corrected: u00428010 (op 0x1a2) is a save/resource op, NOT decision->scene;
the SCJUMP consumer persists the visited-decision flag. New doc docs/engine-re.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-07 11:29:02 -04:00
parent dea3ef8347
commit dde015f7e3
3 changed files with 111 additions and 5 deletions

View File

@@ -73,7 +73,8 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
│ ├── script-inventory.md what the 481 scripts are
│ ├── opcode-reference.md GENERATED from opcodes.toml (human-readable opcode reference)
│ ├── global-reference.md GENERATED from globals.toml (human-readable global registry)
── scjump-progression.md SCJUMP progression decode + native decision→scene boundary
── scjump-progression.md SCJUMP progression decode + native decision→scene boundary
│ └── engine-re.md native-engine RE (Ghidra+MCP): dispatch table, decompiled ops
├── build/ DERIVED (our-work-side) — generated by tools/; disposable
│ ├── disasm/ <NAME>.asm — human-readable disassembly, one per script