mirror of
https://github.com/Xeeynamo/sotn-decomp.git
synced 2024-11-23 21:19:55 +00:00
81f85b195a
This took me a while. I used a [throw-away script](https://gist.github.com/Xeeynamo/58da1ff8f3831d0ba5d23da27cbca025) to help me with the quest, but I still had to manually check every single YAML subsegment. I transported over what we were able to decompile from main. For a few functions I added the signatures and documented existing DRA code, especially on the sound department (got inspired by the recent @sozud PRs). All the `.text` part from `main.exe` is now completely extracted as C/ASM where appropiate. Almost all the functions have their original PSY-Q names but 7 of them: `func_80012DBC`, `func_80012F84`, `func_80017008`, `func_80017078`, `func_8001929C`, `func_80021F0C` and `func_800286E0`. I did not feel confident enough to rename them, so I left them be. The rest of the functions I am 99% sure they are all accurate. I am now excluding the [asm/](https://github.com/Xeeynamo/sotn-decomp/tree/master/asm/us/main/psxsdk) folder from the repo. It was useless. This research confirms me the game uses the PSY-Q 3.5 libraries, with the exception of `LIBGPU.LIB`, which is from PSY-Q 3.0 for some unknown reason. EDIT: `make format` was not taking care of duplicated symbols in our symbol list. To speed-up my work, all the duplicate symbols (duplicates = name AND offset) are now removed.
33 lines
418 B
Plaintext
33 lines
418 B
Plaintext
main.exe
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DRA.BIN
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BIN/ARC_F.BIN
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BIN/RIC.BIN
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ST/
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ctx.c
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ctx.c.m2c
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*.map
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*auto.*.txt
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generated.symbols.*.txt
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__pycache__
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asm/
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assets/
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bin/
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build/
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expected/
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disks/
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.vscode/settings.json
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tools/go
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!tools/sotn-debugmodule/sotn-debugmodule.ld
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tools/saturn_toolchain/GCCSH
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config/saturn/game_syms.txt
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config/saturn/stage_02_syms.txt
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config/saturn/t_bat_syms.txt
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config/saturn/zero_syms.txt
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sotn_calltree.txt
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function_calls
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