Every code block you swing between is a real fragment of a compiled, Hikari-obfuscated
x86-64 program. An offline analysis pipeline produced eight datasets — one per level —
and the game loads them in the browser from web_game_data/index.json. Nothing
in the page parses a PE file, an LLVM module, a control-flow graph or an emulator trace;
that work happened before the game existed, and the game only reads its result.
What is real
- Addresses, entry RVAs and instruction listings on every block.
- The raw basic blocks each visible block stands for.
- String references, where the binary has any in plaintext.
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Semantic call sites — authentication, firewall, scanner, watchdog, transfer,
navigation, reconvergence, cleanup.
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The chronological trace occurrences behind each block, and the real machine CFG edges
out of each bogus one.
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Hikari provenance on the unstable blocks: each retains a strongly proven
alteredBB classification from the obfuscator's own output.
One block is not one basic block
A visible platform is a chronological instance of a compact gameplay node. It
commonly maps to several machine basic blocks, and where a program revisits the same
logical node the trace gets a new forward platform with an incremented occurrence rather
than a loop you have to walk backwards. The inspector shows the real count for whatever
you are aiming at, and the analysis overlay (F1) shows the node and occurrence.
Which blocks crumble
Only blocks the dataset classifies as Hikari bogus control flow can collapse under you.
Each one maps to a single machine block whose alteredBB label survived into
the assembled object file. Legitimate code that simply was not executed on the traced run
is not fake, and the game never treats it as fake. Every level's successful route is
completable without ever touching a crumbling block — checked by a test that drives the
game's own physics, and by a second that proves no step is left with a collapsing block as
its only way across.
They are meant to tempt you. A bogus block is placed as an apparent shortcut, a stepping
stone in a gap, an inviting anchor overhead or a recovery ledge under a drop, and it
shows the same real disassembly as everything else. The only thing that gives it away is
standing on it.
Two kinds of line
The analysis overlay draws two relationships that the dataset keeps strictly apart.
Grapple links are physical gameplay reachability — where you can get to from
where. Machine CFG edges are what the binary can actually branch to. A grapple link never
asserts that a CFG edge exists, and several separately proven bogus blocks can be
physically reachable in sequence without forming any connected chain in the program.
Blackout and Root have no strings
The fifth and eighth programs were built with string encryption, so their exported blocks
carry no plaintext strings at all. The game does not restore them, and does not substitute
guesses drawn from the semantic event metadata. Both missions are deliberately harder to
read.
Layout is tuned; mappings are not
The delivered x/y coordinates passed an abstract reachability
check that was explicitly not a rope-physics simulation, and at their supplied spacing
several levels very nearly form a continuous walkway. The game widens the spacing between
consecutive route platforms with a deterministic transform before play, in proportion to
how horizontal each step already is — so the shaft in Quarantine stays a shaft and the
climbs in Root stay climbs — and leaves every y, every width, every id and
every binary fact untouched. Each decoy rides along on the pair of route blocks it was
authored against. The analysis overlay reports the tuned and delivered coordinates side by
side.