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The manual — aowlspt's own documents
This section is an archive
aowlspt is finished. It was folded into Jester, and nothing here is maintained. It is kept because the work is precise and the answers were expensive to get.
The 63 documents below are the aowlspt repository's own docs/ directory, published as it stands. They are not tutorials. They were written by and for people with the checkout open — an ABI reference, RVA tables resolved offline against a specific build, coverage audits, boot-flow maps, decision records — and they say what was measured, with the instrument that measured it, rather than what would read well.
The pages above this one, starting at Installation, are the reader-facing account of the same system. Start there. Come here when you want the working notes behind a sentence on one of those pages.
Reading these
- Each page names its source file and links to it on GitHub. Paths in the prose —
abi/aowlspt_net.h,mods/tarkov/tarkov.nim— are links to the real file. - A handful of documents cite other documents that were held back from publication. Those references go nowhere; that is deliberate.
- Several pages describe designs that were never built, or work that was switched off before 1.0. Every one of those carries a banner saying so.
- Where a page here and a page above disagree, check the dates. These were written as the work happened; the reader-facing pages were written after.
- The repository is aoughwl/aowlspt, under the PolyForm Noncommercial License 1.0.0.
The system
| The shape of aowlspt | |
| The C ABI | |
| The wire format | |
| Mod-to-mod capabilities | How one mod offers a named service and another mod finds and calls it, server-side, without either one knowing the other exists. |
| Three gaps in the mod API | Three features mods/pathtotarkov wanted and the mod API could not express, each written up as a fix with its cost. |
The client host — IL2CPP
| The post-1.0 client host | Predates the token-gate discovery |
| Decrypting global-metadata.dat | |
| The interaction layer | The complete map of the seam where the host touches the running client — the layer every crash of early September came out of. |
| The client boot flow | |
| Getting past character-select | Who answers Tarkov's character/mode screen when the game starts — the host, natively, rather than the launcher driving the UI. |
| Actuating the local player | |
| Starting an offline raid natively | |
| Native menu-screen navigation |
Offline recon — RVA and screen maps
| The main-menu UI map | |
| The settings screen map | |
| The auto-raid flows | |
| The reload / magazine-load path | |
| The post-processing map | Map only — nothing implements it |
| FOV — static RVAs | |
| SAIN driver — the RVA table | The byte-verified static address table that let the bot driver stop resolving game methods by name at runtime. |
| Voice — offline IL2CPP archaeology | |
| The audio path, resolved offline | The second half of the raytraced-audio track: the addresses in the client's own audio path that a computed occlusion gain… |
The backend and the emulator
| The backend | |
| The emulator | |
| Emulator coverage | The gap list for the emulator: every operation the real client can ask for, and whether this backend answers it. |
| Every refusal, re-audited | Every place the emulator deliberately declines to answer, taken back to the database and re-checked to see whether the reason… |
| Importing a real database | |
| The pre-1.0 database against post-1.0 | |
| Loot configuration | |
| The backend, made fast |
Writing mods
| Writing a mod | |
| Getting a new mod to stay loaded | |
| Changing the mod set while everything runs | |
| Mod Settings API — design | Design only — never built |
| What a mod may do on the load path | The budget for what a mod may do while the game is loading, with the measurement behind each rule. |
| What a client-side call costs | |
| Debugging a native mod | |
| The in-game debug overlay |
UI and settings
| In-game settings and the config schema | Partly superseded |
| The settings UI API | |
| UIHOOKS — subscribe to a screen | |
| Native Unity UI from a mod | |
| nativetabs — one declarative call | |
| Native settings controls | |
| Shelved: native in-game settings | Why the in-game settings work was switched off before 1.0, and exactly what is left to finish if anyone picks it up. |
Bots
| Bot navigation — IL2CPP recon | |
| SPT 4.1.5 bot control | A separate study: driving bot spawns in a stock, pre-1.0 SPT 4.1.5 install from the same backend. Different client, different… |
| Squad-shared objectives | A design for giving a bot squad one shared objective instead of per-bot goals. Never built. |
Automation and the inspector
| The automation library | Superseded by the API reference |
| The automation library — API reference | The current shape of the library |
| The live inspector — verb reference | |
| The live inspector as a product | |
| Headless and unattended running | Whether the game client can be run without a screen or a person — asked, measured, and answered no, with what is possible instead. |
Graphics and content
| DLSS on this install | One machine, one day |
| DLSS-NR on this install | One machine, one day |
| Ripping and re-importing the maps | Research, not a pipeline anyone ran here |
| Importing all maps into one Unity scene | Research, not a pipeline anyone ran here |
| Port plan — ammo loading animations | A port plan |
Shipping it
| Installing | |
| Distribution — the final build | Design pass |
| Beta distribution and IP protection | The design for a free public beta and the licence gate behind it. |
| 1.0 release readiness | A read-only audit of what was and was not ready at 1.0. Nothing was built or run in this pass; that is the point of it. |
The record
| Backlog — everything not done | The unfinished list, frozen |
Every page here is one file in docs/. If a page you expected is missing, it was withheld rather than lost.

