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Repository structure

Path Contents
src/cpu guest address space, PE loader, threads, SEH plumbing, recomp engine
src/host Win32 host layer: kernel32, user32, COM, audio, input, Winsock, Cocoa window, installer
src/d3d9metal Direct3D 9 on Metal, shader translator
src/common build-mode helpers shared by the above (dev_env.h)
tools/recomp Ghidra discovery scripts and the x86 to C++ emitter
tools dev tooling; not in release builds (Dev tooling)
scripts runnable race scenarios (single-player, split-screen, N-instance LAN) with a race bot; dev builds only
tests unit and guest tests (tests/tests.cmake, dev builds only)
patches Lua patches for the game’s menus, shipped in the app
server blur-online, the online service (Go); server/deploy has deployment
examples game-state feed clients, including live timing
third_party vendored dependencies and the Wine D3D9 headers (LGPL 2.1)
docs the pages on this site
website Starlight config for this site, loading pages from docs/
.forgejo/workflows CI: docs, server, Mac release

work/ (generated recomp code, P-code, game files, saves, Ghidra project), build/ and build-*/, traces/ and .worktrees/. Anything derived from the game stays in these.

docs/agents, docs/research and docs/inventory are in the repo but not published on the site.