sotn-decomp/.gitignore
Luciano Ciccariello f31eb3b406
Splat libsnd out of main (#423)
Fully splits `libsnd` into individual files following the original PSY-Q
SDK file names. The same is done with `libcd` and `libspu` just to
define the boundaries of `libsnd`. I also correctly names **all** the
function symbols from the sound library with their right offset. We
previously had some wrong symbol offsets, leading to the inability to
create their C counterparts with `INCLUDE_ASM`. This PR will start to
open the doors to decompiling `main` or understand better how `DRA`
communicates with `main`.

This took an incredible amount of time as I had to do it manually. I
would have written a script, but there are some variants I would prefer
to handle manually. To achieve this I used the [PSY-Q
signatures](e9e46e7e13/350/LIBSND.LIB.json).
I also discovered the game uses PSY-Q 3.5, which brings some piece of
mind to what they used to develop the game.

After this PR my plan is to:
* Finish to split the other PSY-Q libs
* Move `asm/main/*.s` into their own C files
* Include `main` progress in our reporting
2023-08-01 22:53:40 +01:00

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main.exe
DRA.BIN
BIN/ARC_F.BIN
BIN/RIC.BIN
ST/
ctx.c
ctx.c.m2c
*.ld
*auto.*.txt
generated.symbols.*.txt
__pycache__
asm/*/*/*.s
asm/*/*/data/*.s
asm/**/psxsdk/lib*/*/*.s
asm/*/*/nonmatchings/*.s
asm/*/*/nonmatchings/*/*.s
asm/*/*/nonmatchings/*/*/*.s
asm/*/servant/*/data/*.s
asm/*/servant/*/nonmatchings/*.s
asm/*/servant/*/nonmatchings/*/*.s
asm/*/servant/*/nonmatchings/*/*/*.s
asm/*/st/*/data/*.s
asm/*/st/*/nonmatchings/*.s
asm/*/st/*/nonmatchings/*/*.s
asm/*/st/*/nonmatchings/*/*/*.s
assets/
bin/
build/
expected/
disks/
.vscode/settings.json
tools/go
tools/saturn_toolchain/GCCSH
config/saturn/game_syms.txt
config/saturn/stage_02_syms.txt
config/saturn/t_bat_syms.txt
config/saturn/zero_syms.txt
asm/saturn
sotn_calltree.txt
function_calls