2024-05-18 10:41:00 +00:00
|
|
|
WIBO := bin/wibo
|
|
|
|
MWCCPSP := bin/mwccpsp.exe
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
|
2024-05-18 10:41:00 +00:00
|
|
|
GNUASPSP := mipsel-linux-gnu-as -I include/ -G0 -march=r6000 -mabi=eabi
|
|
|
|
MWASPSP := $(WIBO) bin/asm_psp_elf.exe -gnu
|
|
|
|
ASPSP := $(GNUASPSP)
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
|
2024-05-18 10:41:00 +00:00
|
|
|
GNULDPSP := mipsel-linux-gnu-ld
|
|
|
|
MWLDPSP := $(WIBO) bin/mwldpsp.exe -partial -nostdlib -msgstyle gcc -sym full,elf -g
|
|
|
|
LDPSP := $(GNULDPSP)
|
|
|
|
|
|
|
|
MWCCGAP_DIR := $(TOOLS_DIR)/mwccgap
|
|
|
|
MWCCGAP_APP := $(MWCCGAP_DIR)/mwccgap.py
|
|
|
|
MWCCGAP := $(PYTHON) $(MWCCGAP_APP)
|
|
|
|
|
|
|
|
PSP_BUILD_DIR := build/pspeu
|
|
|
|
CCPSP := MWCIncludes=bin/ $(WIBO) $(MWCCPSP)
|
2024-05-25 18:56:06 +00:00
|
|
|
PSP_EU_TARGETS := stwrp tt_000
|
2024-05-18 10:41:00 +00:00
|
|
|
SPLAT_PIP := splat split
|
|
|
|
|
2024-05-30 23:10:22 +00:00
|
|
|
MWCCPSP_FLAGS := -gccinc -Iinclude -D_internal_version_$(VERSION) -Op -c -lang c -sdatathreshold 0 -char unsigned
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
|
|
|
|
define list_src_files_psp
|
|
|
|
$(foreach dir,$(ASM_DIR)/$(1),$(wildcard $(dir)/**.s))
|
|
|
|
$(foreach dir,$(ASM_DIR)/$(1)/data,$(wildcard $(dir)/**.s))
|
|
|
|
$(foreach dir,$(SRC_DIR)/$(1),$(wildcard $(dir)/**.c))
|
|
|
|
$(foreach dir,$(ASSETS_DIR)/$(1),$(wildcard $(dir)/**))
|
|
|
|
endef
|
|
|
|
|
|
|
|
define list_o_files_psp
|
|
|
|
$(foreach file,$(call list_src_files_psp,$(1)),$(PSP_BUILD_DIR)/$(file).o)
|
|
|
|
endef
|
|
|
|
|
2024-05-25 18:56:06 +00:00
|
|
|
build_pspeu: $(addsuffix _psp,$(PSP_EU_TARGETS))
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
|
|
|
|
extract_pspeu: $(addprefix $(PSP_BUILD_DIR)/,$(addsuffix .ld,$(PSP_EU_TARGETS)))
|
|
|
|
|
2024-05-18 10:41:00 +00:00
|
|
|
$(WIBO):
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
wget -O $@ https://github.com/decompals/wibo/releases/download/0.6.13/wibo
|
2024-05-18 10:41:00 +00:00
|
|
|
sha256sum --check $(WIBO).sha256
|
|
|
|
chmod +x $(WIBO)
|
2024-05-18 20:09:03 +00:00
|
|
|
$(MWCCPSP): $(WIBO) bin/mwccpsp_219
|
2024-05-18 10:41:00 +00:00
|
|
|
|
|
|
|
$(MWCCGAP_APP):
|
|
|
|
git submodule init $(MWCCGAP_DIR)
|
|
|
|
git submodule update $(MWCCGAP_DIR)
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
|
2024-05-18 10:41:00 +00:00
|
|
|
$(PSP_BUILD_DIR)/%.c.o: %.c $(MWCCPSP) $(MWCCGAP_APP)
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
mkdir -p $(dir $@)
|
2024-05-25 18:56:06 +00:00
|
|
|
$(MWCCGAP) $< $@ --mwcc-path $(MWCCPSP) --use-wibo --wibo-path $(WIBO) --asm-dir-prefix asm/pspeu $(MWCCPSP_FLAGS)
|
2024-05-18 10:41:00 +00:00
|
|
|
|
|
|
|
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
$(PSP_BUILD_DIR)/asm/psp%.s.o: asm/psp%.s
|
|
|
|
mkdir -p $(dir $@)
|
|
|
|
$(ASPSP) -o $@ $<
|
|
|
|
|
|
|
|
|
2024-05-25 18:56:06 +00:00
|
|
|
$(PSP_BUILD_DIR)/assets/%/mwo_header.bin.o: assets/%/mwo_header.bin
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
mkdir -p $(dir $@)
|
|
|
|
mipsel-linux-gnu-ld -r -b binary -o $@ $<
|
|
|
|
|
2024-05-25 18:56:06 +00:00
|
|
|
tt_000_psp: $(PSP_BUILD_DIR)/tt_000.bin
|
|
|
|
stwrp_psp: $(PSP_BUILD_DIR)/wrp.bin
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
|
2024-05-25 18:56:06 +00:00
|
|
|
$(PSP_BUILD_DIR)/%.bin: $(PSP_BUILD_DIR)/%.elf
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
$(OBJCOPY) -O binary $< $@
|
2024-05-25 18:56:06 +00:00
|
|
|
$(PSP_BUILD_DIR)/wrp.bin: $(PSP_BUILD_DIR)/stwrp.elf
|
|
|
|
$(OBJCOPY) -O binary $< $@
|
|
|
|
|
|
|
|
$(PSP_BUILD_DIR)/st%.ld: $(CONFIG_DIR)/splat.pspeu.st%.yaml $(PSX_BASE_SYMS) $(CONFIG_DIR)/symbols.pspeu.st%.txt
|
|
|
|
$(SPLAT_PIP) $<
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
$(PSP_BUILD_DIR)/tt_%.ld: $(CONFIG_DIR)/splat.pspeu.tt_%.yaml $(PSX_BASE_SYMS) $(CONFIG_DIR)/symbols.pspeu.tt_%.txt
|
|
|
|
$(SPLAT_PIP) $<
|
2024-05-25 18:56:06 +00:00
|
|
|
$(PSP_BUILD_DIR)/tt_%.elf: $(PSP_BUILD_DIR)/tt_%.ld $$(call list_o_files_psp,servant/tt_$$*) $(PSP_BUILD_DIR)/assets/servant/tt_%/mwo_header.bin.o
|
Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
|
|
|
$(call link,tt_$*,$@)
|
2024-05-25 18:56:06 +00:00
|
|
|
|
2024-06-12 03:38:33 +00:00
|
|
|
ST_WRP_MERGE = st_update e_particles e_room_fg st_common st_debug e_breakable popup warp e_red_door
|
2024-05-25 18:56:06 +00:00
|
|
|
$(PSP_BUILD_DIR)/stwrp.elf: $(PSP_BUILD_DIR)/stwrp.ld $(addprefix $(PSP_BUILD_DIR)/src/st/wrp/,$(addsuffix .c.o,$(ST_WRP_MERGE))) $$(call list_o_files_psp,st/wrp_psp) $(PSP_BUILD_DIR)/assets/st/wrp/mwo_header.bin.o
|
2024-05-27 17:47:49 +00:00
|
|
|
$(call link,stwrp,$@)
|