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OpenMaidEngine/docs/engine-re.md
2026-07-07 11:46:17 -04:00

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Native-engine reverse engineering (Ghidra + MCP)

Static RE of the unpacked AGE.EXE engine image, driving Ghidra 12.1.2 via the bethington/ghidra-mcp bridge. This is the home for decompiled native-op findings — the class of logic the scripts call but that lives compiled in the engine (decision→scene, call-script dispatch, op 0x60, the gfx command-buffer). Opcode semantics recovered here also flow into vm-map/opcodes.toml.

Related: docs/scjump-progression.md (the SCJUMP decoder that hit this wall), name-resolution.md §1 (call-script), vm-mapping-plan.md appendix (why the exe is packed + the runtime-dump route).


Runbook — the Ghidra + MCP loop

One-time setup (done 2026-07-07):

  • MCP server: bethington/ghidra-mcp, cloned to S:\Game Hacking\ghidra-mcp. We used the prebuilt extension GhidraMCP-5.14.2.zip (installed in Ghidra via File > Install Extensions) — this skips the Maven/Java-21 build. The Python bridge runs from a venv (.venv, Python 3.11, pip install .); no uv needed. Registered in Claude Code via .mcp.json at the workspace root: {"mcpServers":{"ghidra":{"command":"S:\\Game Hacking\\ghidra-mcp\\.venv\\Scripts\\bridge-mcp-ghidra.exe","args":["--transport","stdio"]}}}.
  • In Ghidra: enable the GhidraMCP plugin (File > Configure) and Tools > GhidraMCP > Start MCP Server (serves http://127.0.0.1:8089/). The bridge talks to that; Claude reaches the bridge over stdio.

Loading the engine image (IMPORTANT — the language gotcha):

  • Import age-reimpl/build/engine-dump/range_00400000.bin (the module dump: 2,490,368 bytes, the full 0x400000 module image; VA→file offset = VA 0x400000).
  • Format = Raw Binary, Language = x86:LE:32:default, Image Base = 0x400000. Ghidra's language picker offers x86:LE:32:System Management Mode as the "closest" match — do NOT use it. SMM is a 16-bit segmented (segment:offset) variant for BIOS/SMRAM; it mis-decodes flat 32-bit code (it loaded with addresses like 0000:0000/0025:ffff and produced 0 functions). The plain default variant is correct and yielded 2,721 functions.
  • We drove the (re)import over MCP: import_file(language="x86:LE:32:default", compiler_spec="windows", auto_analyze=false)set_image_base(0x400000) before analysis (so absolute-address refs resolve) → run_analysis.
  • Load sanity check (AGF-decoder landmark): at VA 0x474f23, CMP word ptr [ESI + 0x4], 0x4d42 (the BM/BMP-magic check) confirms the image is correctly based + decoded.
  • Escalation (unused so far): bin/pe-sieve32.exe /pid <PID> /imp 3 /dmode 3 /dir <out> (run from PowerShell, not Git Bash — it mangles /flags) rebuilds the IAT into a clean PE. Only needed if raw-dump analysis is inadequate; it was fine for reading logic, so we stayed on the raw dump.

Master key — the opcode→handler dispatch table (2026-07-07, anchored)

The interpreter dispatches each op via a per-context handler table, fully anchored:

handler(op) = ctx[0x26c93 + op] (word index) = *(ctx + 0x9b24c + op*4)ctx = the engine context (esi in handlers, thiscall; param_1 in the decompile of the registration routine).

The registration routine FUN_00413860 first fills 0x400 (1024) slots starting at ctx[0x26c93] with a default handler FUN_004162b0 (op 0's slot), then overrides specific opcodes: ctx[0x26c93 + op] = <handler_va>. So opcode = (word_index 0x26c93). Cross-check: ctx[0x26e3f] = 0x427fb0 (byte offset 0x9b8fc) → op 0x26e3f 0x26c93 = 0x1ac.

Why this matters: the Kelebek u00XXXXXX opcode names encode handler VAs from Kelebek's build, which drift in ours. This table resolves the real handler for any opcode in our image — the general fix for VA drift project-wide. To find op N's handler: read ctx[0x26c93 + N] from the FUN_00413860 decompile (or *(ctx + 0x9b24c + N*4) at runtime).

Other confirmed engine-context offsets (ctx/esi): +0x53d14 = current gfx-object index; +0x53d88 = per-object cmd-type table (stride 0x78 = 120 bytes); operand-fetch helper = call 0x41b940 (thiscall, ecx=ctx, arg = operand index → returns the operand value); FUN_00415f30(i) = a companion operand accessor.


Findings

op 0x1a2 (u00428010) is a GRAPHICS command-buffer op — NOT save, NOT decision→scene (2026-07-07)

The SCJUMP slice assumed u00428010 resolved a decision value to a scene. That premise is wrong, and pinning the real handler via the dispatch table above corrects two layers of confusion:

  • VA-drift trap: Kelebek's u00428010 = op 0x1a2. But Kelebek's raw VA 0x428010, in our build, sits inside a different handler 0x427fb0, which is op 0x1ac (per the table: ctx[0x26e3f]=0x427fb0). Op 0x1ac is a save-path op — its handler formats %s\SAVE%2.2d.DAT (format string 0x571e70) and is multi-operand. Reading the raw VA gave the wrong opcode.
  • Op 0x1a2's real handler = FUN_0042d360 (= ctx[0x26c93+0x1a2] = ctx[0x26e35]), argc 1. It: sets the current gfx-object cmd-type to 3 (*(ctx+0x53d88 + ctx[0x53d14]*0x78) = 3), fetches operand 1, formats a key with "%c%8.8x" (format string 0x5714e0) of (3, operand), and calls FUN_0042cf70(key, &operand). This is a graphics command-buffer registration op, not save and not scene-load.
  • Consequence — the decision→scene premise is discredited. The FIELD snippet lookup(0x5f0ed, 0x62ccf); mov(ptr,1); lookup(0x5f0ed, 0x62ccf); u00428010(ptr) (next op 0x21b, also gfx-family) is a graphics/UI operation, not scene sequencing. So u00428010 does not resolve decision→scene. The real decision→scene mechanism is unidentified — it belongs with the call-script / script-load dispatch (name-resolution.md §1), the next target for this loop (now armed with the dispatch table to resolve the call-script handler directly).

Lesson: never analyze a native op by its Kelebek u00XXXXXX VA directly — always resolve the real handler through the dispatch table (ctx[0x26c93 + op]). The raw VA is off by whole functions.


Native walls backlog (targets for this loop)

  • decision→scene — how 0x62ccf/the decision actually selects the next SCxxxx (re-aimed away from u00428010; likely call-script-adjacent).
  • call-script dispatchcall-script <id> → engine entry point (name-resolution.md §1).
  • op 0x60 (u0041A270) — the rand-like value gating 1732/1755 SCJUMP decisions.
  • gfx command-buffer — the 0x2120x21a positioned-object subsystem (scjump-unrelated; the rendering drift).