- recovered the engine actor/player struct cold via PCSX-Redux (R10/R11): base 0x80078E00,
~154 fields over 0x24C bytes, 32 pointer fields; HP/BP/gold/day/hour/position/BP-drain all
live-verified and anchored to the Phase-3 player state + the walk diff. -> docs/actor-struct.md
- tools/ram_probe.py: PCSX-Redux RAM capture/diff/read/ptr-scan workhorse for field-typing
- FINDING (the matching verdict): feeding the struct to m2c as --context is BYTE-NEUTRAL.
m2c adopts it (arg0->f_X) but structural-miss sample scores 0 better / 10 same / 2 worse vs
m2c-alone (full code+RAM pointer set). The misses are 50-98% mismatched = m2c decompiler
limits, not missing types. T4 fn-ptr context unblocks compilation but functions stay structural.
- conclusion: rich context (struct/type recovery) is a comprehension / decomp.me win, NOT a
byte-match lever -> Phase-16 wall re-confirmed from the type angle. struct-core-pivot.md updated.
- emulator field-naming pass deferred (comprehension, off the matching path); NEXT: T6 permuter
validation on the 146 genuine near-misses, then T7 go/no-go.