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791e321b43
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`
32 lines
413 B
Plaintext
32 lines
413 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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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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