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Actor / Player struct — recovered layout + the byte-neutral finding (Phase 17 / T4-T5)

Base: 0x80078E00 (the player instance). ~154 fields over 0x24C bytes. This is the engine's central entity record — arg0 to 550/941 of the struct-heavy residual functions. Recovered by (a) static inference from the union of m2c M2C_FIELD(arg0, T, off) accesses across all drafts, (b) a live PCSX-Redux RAM pass (R10/R11), anchored to the Phase-3 player-state fields.

⚠ Key finding (the matching verdict)

Feeding this struct to m2c as --context is BYTE-NEUTRAL for the structural-miss bucket. Measured: on a 12-function structural-miss sample, m2c-with-struct vs m2c-alone → 0 better / 10 same / 2 worse (even with the full code-inferred + RAM pointer set, 32 pointers). arg0->f_X and M2C_FIELD(arg0, T*, X) emit identical bytes; the structural misses (50–98% instruction mismatch) are m2c decompiler limits, not missing types — so the struct does not crack them, and neither will the permuter at that mismatch magnitude. This confirms the Phase-17 deep-research caveat: type recovery is comprehension, not a blanket match-% lever. The struct is kept as a Gen2 quality artifact + decomp.me enabler, not a build input.

Confirmed fields (live-verified, R10)

offset type meaning evidence
+0x08C s32 gold =126 (Phase-3 anchor)
+0x0AC u8 day =2
+0x0B1 u8 hour =22
+0x0B2 u16 hp_max =150
+0x0B4 u16 hp_cur =150 (the plan's "+0xB4"; Phase-3 0x80078EB4)
+0x0B6 u16 bp_max =150
+0x0B8 u16 bp_cur (stamina) 74→50 as the player walked (BP-drain)
+0x108 s32 position X +6 on a walk north; 4-byte (code width 4, census control player_block_widths, P37)
+0x10C s32 position Z +10 on a walk north; 4-byte (code width 4, census control player_block_widths, P37)
+0xF0 s16 step/heading counter +1 per walk tick

Pointer fields (the m2c-can't-infer set; idle RAM scan + code-inferred)

RAM-observed: +0x54 → 0x8017E75C, +0x58 → 0x8017E720, +0x68 → 0x8017E91C (overlay code — likely behavior/handler function pointers), +0x6C/+0x70 → 0x800D1E20 (resident), +0x5C → 0x8010F5C8. Plus ~26 more offsets m2c dereferences as pointers in code (e.g. +0x08, +0x4C, +0x50). Full set in .run/actor_fields.json.

Reproduce

  • Static layout: aggregate M2C_FIELD(arg0, T*, off) over .run/wt_drafts/*.c (regen via the harvest).
  • Live typing: tools/ram_probe.py against PCSX-Redux (host in .run/ram/HOST.txt); snapshot/diff across controlled actions (walk/jump/swing/charge/damage) to type + name fields (R10 multi-datapoint).
  • The validation (struct byte-neutral): m2c-with-.run/actor_ctx2.c → match_one vs m2c-alone.

Deferred (comprehension, not the matching critical path)

Full field-naming via the emulator scenario list (jump=air-state/y-vel; swing=action-state+weapon-id; charge=charge-level; damage=hp/hurt-state; the +0x14/+0x15 dispatch-state per memory-map; the flashing-HUD "interactable nearby" Bincho flag). Resume when comprehension/decomp.me work is prioritized — it does not move the byte-match needle (proven above).