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INVESTIGATION.md

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GTA V browser snapshot: engine and asset investigation

Inspected 2026-10-06. Snapshot build 8b0b5899ed, manifest 1791169379-5814.

The strongest evidence identifies PC-format GTA V assets and a GTA V-derived RAGE C++ engine compiled to WebAssembly, with a D3D11-to-WebGPU port layer. The dataset has an old content set and a development-style layout. Its 20.94 GB size does not identify Xbox 360/PS3 provenance. Ultimate ancestry of individual models/textures remains unverified; converted console-derived assets are possible.

No defensible numbered RAGE version, exact retail GTA V build, port-author identity, or AI model attribution was established. These are separate questions from identifying the asset formats and engine lineage.

Evidence What it establishes
All 1,528 top-level RPF files: bytes 37 46 50 52, little-endian magic 0x52504637, encryption field 0x0FFFFFF9 A consistent PC-style RPF7 layout; the encryption flag is AES. It is not the native big-endian console archive layout.
x64/data/startup.ymt, offset 0x88: platform:/data/cdimages/scaleform_platform_pc.rpf Explicit PC frontend/platform resource selection.
common/shaders/win32_40 and win32_nvstereo Windows shader variants, including NVIDIA stereo variants.
win32_40/adaptiveDof.fxc: first DXBC at 0x14A, first SHDR token 0x10040; six DXBC containers DirectX bytecode; the sampled vertex program is Shader Model 4.0.
Shader compiler string at adaptiveDof.fxc:0x3FD: Microsoft (R) HLSL Shader Compiler 9.29.952.3111 Exact embedded shader-toolchain identifier. It is not a RAGE version or the Wasm compiler version.
Sample loose YTD/YDD files: RSC7 with little-endian resource versions 13/165 Additional resource-format evidence consistent with the PC-format dataset. These are resource schema versions.
game.wasm: 41,244 rage:: function-name matches, 478 PC/D3D11/DXGI matches Substantial RAGE code lineage and PC graphics integration, beyond merely displaying GTA-labelled assets.
Wasm imports plus 2,217 browser-port name matches Emscripten/pthread/WASI and custom HTTP, userdata, input/GPU integration.

The RPF interpretation is based on the actual implementations in CodeWalker and the contrasting console header reader in LibertyV. CodeWalker reads the four header fields as little-endian 32-bit values; LibertyV's console reader expects ASCII RPF7, swaps numeric endianness and decodes console platform bits. The local data matches the former. Headers alone cannot establish where an individual asset was originally authored or whether someone converted it.

The JavaScript renderer supplies D3D11 state/resource semantics through WebGPU; the runtime uses browser workers, shared memory, AudioWorklet, local userdata and range-based asset reads. The page disables network-game and Social Club paths by default. This is strongly consistent with a source-level GTA V/RAGE port. Static inspection does not prove how the original engine source was obtained or that every retail subsystem is functional.

The Wasm is 63,201,802 bytes: code 48,192,941 bytes, data 7,828,019 bytes and a 6,823,623-byte name section. It imports 86 entries and exports 22. There are no producers, DWARF or source-map custom sections identifying a compiler version. The full section/import/export map and selected symbols are in snapshot/engine-evidence.json; ENGINE_INVESTIGATION.md records the engine pass.

An exact preserved source path begins at Wasm offset 49,553,058:

E:\P1\GTA5\SRC\DEV_NG\GAME\VS_PROJECT\RAGEMISC\_UNITY\../../../../rage/suite/src/snet/party.cpp

Other preserved paths identify effect_d3d11.cpp, buffer_d3d11.cpp and device_d3d11.cpp. DEV_NG establishes the retained development-branch label; it does not identify a commit or website operator. Original Rockstar source paths, credits and employee names cannot be attributed to the person who made this port.

At offset 0x3226130 (52,584,752), the Wasm embeds:

Build timestamp is: 09:29:05 Oct  5 2026

This is a compile-style timestamp consistent with a recent build. Its timezone and producing subsystem are unverified. Nearby unlabelled strings contain version: 1.10 and version: 100; adjacency in a linked data segment does not establish that they describe the GTA or RAGE engine. They must not be treated as an identified retail release.

common/data/version.txt explicitly labels its display-version value as 108. The same file distinguishes install/save/replay versions. It does not establish a retail executable build such as b2699. Likewise, RPF7 is an archive format, RSC7 is a resource format, settings.xml version 9 is a settings schema, and the legal version_num.xml values concern legal documents. None establishes RAGE 7, RAGE 9 or another engine marketing/version number.

The actual DLC tree contains these named packs: mpBeach, mpBusiness, mpBusiness2, mpChristmas, mpHipster, mpIndependence, mpLTS, mpPilot, mpValentines, spUpgrade, verityRadio. For historical context, Rockstar documents the Last Team Standing update in October 2014. This is an early content set rather than a modern all-DLC installation; it cannot date the compiled engine, because old assets can be used by newer code. The snapshot also includes 669 files / 41,988,588 bytes under common/non_final: development tunes, tools/configuration material and other non-final assets. That layout is consistent with a development/exported asset tree. It does not prove a particular leak, release or repository provenance.

The data manifest totals 20,944,285,552 bytes. Its path-classified portions are:

Portion Files Bytes
Shared 3,851 6,610,602,035
GTA V level 1,687 8,843,043,940
env_test 276 5,490,639,577

The GTA V level plus shared portion is about 15.45 GB; this is not a complete modern retail installation. 20.30 GB of the manifest is RPF archives. No standalone Bink/MP4 movie filenames occur in the manifest, although videos may exist inside encrypted archives. Different content coverage, packaging and asset preparation make retail install-size comparisons insufficient to identify a platform. I did not decrypt all archives or establish texture-resolution/content parity.

The title's GTA VI choice selects env_test inside the same engine and data tree. There is no second GTA VI engine binary. The level has 32 Florida-named archive paths and multiple Everglades placements. Its preserved images.meta.orig has 239 lines; the active file has 1,424 lines. The 1,185 added lines mount additional region containers, with a comment explaining previously unmounted Florida, Everglades and other areas. This is a useful record of changes made to connect the test level. Florida/Everglades naming is consistent with the site's claimed map, but authenticity, developmental date and completeness are not proven by names.

There is no identified port author in the inspected page/runtime. Public Verisign RDAP records domain registration at 2026-10-03T21:24:43Z and a registrar entity; the retrieved record does not disclose a registrant identity. Nameservers are Cloudflare. Those facts identify infrastructure/timing, not the developer.

No explicit Claude, Anthropic, OpenAI, ChatGPT, Codex or Copilot token was found in the Wasm. Ordinary cursor/UI identifiers are not Cursor AI evidence. The original game credits contain names including the word Claude; those do not identify AI usage. A public Reddit discussion contains an unattributed Claude claim, while its original poster disclaims any affiliation. This is not creator testimony or a verified development record. AI model/use therefore remains unknown; coding style cannot resolve it.

The public-file scan made 281 requests and added only favicon.ico and robots.txt. It logged 158 timeouts, 32 HTTP 522, 5 HTTP 502, 83 HTTP 404 and 3 HTTP 200. The successful extra root page was the existing homepage fallback. Availability errors cannot prove absence of unlisted files. Private files and unknown names without listings remain outside the verified snapshot.

The portable ZIP has both asset sets, local range/batch serving, a bundled Windows x64 Python runtime and Launch-Local.cmd. Asset SHA-256 values were checked while packing. Local HTTP/isolation/range/plain+gzip batch tests passed. Actual browser gameplay has not been validated, so successful static packaging does not establish complete engine/gameplay compatibility.

Reproduce the focused evidence with:

runtime\python.exe inspect_assets.py
runtime\python.exe engine_static_evidence.py
runtime\python.exe verify_snapshot.py

The unresolved questions are an exact compiled GTA/RAGE build, underlying source commit/provenance, map authenticity, asset transformation history and creator/AI attribution. Resolving them would require a reference build/source comparison or credible creator provenance; the inspected artifacts alone do not supply it.