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tools/setup: Auto-install check
(viking)
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@ -41,3 +41,4 @@ perf.data.old
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# Tooling
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/toolchain/clang-*
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tools/check
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@ -154,7 +154,7 @@ public:
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* Be sure to change the status column from `U` (undecompiled) to `O` (OK).
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* Example: `0x00000071010c0d60,O,136,_ZN4ksys4util13TaskQueueBaseD1Ev`
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7. **Compare the assembly** with `botw-check --source <mangled function name>`
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7. **Compare the assembly** with `tools/check --source <mangled function name>`
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* This will bring up a two-column diff. The code on the left is the original code; the code on the right is your version of the function.
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* You may ignore address differences (which often show up in adrp+ldr pairs or bl or b).
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@ -170,7 +170,7 @@ public:
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* If there are still minor differences left, wrap the function in an `#ifdef NON_MATCHING`, add a comment to explain what is wrong, and change the status to `m` (minor difference) in the CSV.
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* For major differences (lots of entirely red/green/blue lines in the diff), use a capital `M` (major difference) in place of `m`.
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10. Before opening a PR, reformat the code with clang-format and run `botw-check`.
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10. Before opening a PR, reformat the code with clang-format and run `tools/check`.
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## Non-inlined functions
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@ -199,8 +199,8 @@ This project sometimes uses small hacks to force particular code to be generated
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## Project tools
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* Check all decompiled functions for issues: `botw-check`
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* To compare assembly: `botw-check <mangled function name>`
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* Check all decompiled functions for issues: `tools/check`
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* To compare assembly: `tools/check <mangled function name>`
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* The function **must be listed in data/uking_functions.csv first**.
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* To do so, search for the name or the address of function you have decompiled, and add the mangled function name to the last column.
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* Pass the `--source` flag to show source code interleaved with assembly code.
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@ -158,8 +158,6 @@ Additionally, you'll also need:
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2. Run `git submodule update --init --recursive`
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3. Run `cargo install --path tools/common/viking`
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Next, you'll need to acquire the **original 1.5.0 or 1.6.0 `main` NSO executable**.
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* To dump it from a Switch, follow [the instructions on the wiki](https://zeldamods.org/wiki/Help:Dumping_games#Dumping_binaries_.28executable_files.29).
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@ -167,8 +165,9 @@ Additionally, you'll also need:
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* The decompressed 1.5.0 NSO has the following SHA256 hash: `d9fa308d0ee7c0ab081c66d987523385e1afe06f66731bbfa32628438521c106`
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* If you have a compressed NSO or a 1.6.0 executable, don't worry about this.
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4. Run `tools/common/setup.py [path to the NSO]`
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3. Run `tools/common/setup.py [path to the NSO]`
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* This will:
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* install tools/check to check for differences in decompiled code
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* convert the executable if necessary
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* set up [Clang 4.0.1](https://releases.llvm.org/download.html#4.0.1) by downloading it from the official LLVM website
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* create a build directory in `build/`
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@ -184,7 +183,7 @@ ninja -C build
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By default, Ninja will perform a multithreaded build. There is no need to pass -j manually.
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To check whether everything built correctly, just run `botw-check` after the build completes.
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To check whether everything built correctly, just run `tools/check` after the build completes.
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## Contributing
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@ -83,6 +83,7 @@ def main():
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help="Path to the original NSO (1.5.0 or 1.6.0, compressed or not)")
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args = parser.parse_args()
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setup.install_viking()
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prepare_executable(args.original_nso)
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setup.set_up_compiler("4.0.1")
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setup.create_build_dir()
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