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f31eb3b406
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
45 lines
753 B
Plaintext
45 lines
753 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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*.ld
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*auto.*.txt
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generated.symbols.*.txt
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__pycache__
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asm/*/*/*.s
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asm/*/*/data/*.s
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asm/**/psxsdk/lib*/*/*.s
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asm/*/*/nonmatchings/*.s
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asm/*/*/nonmatchings/*/*.s
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asm/*/*/nonmatchings/*/*/*.s
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asm/*/servant/*/data/*.s
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asm/*/servant/*/nonmatchings/*.s
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asm/*/servant/*/nonmatchings/*/*.s
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asm/*/servant/*/nonmatchings/*/*/*.s
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asm/*/st/*/data/*.s
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asm/*/st/*/nonmatchings/*.s
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asm/*/st/*/nonmatchings/*/*.s
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asm/*/st/*/nonmatchings/*/*/*.s
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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/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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asm/saturn
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sotn_calltree.txt
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function_calls
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