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# Terminology
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## DOL
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A [DOL file](https://wiki.tockdom.com/wiki/DOL_(File_Format)) is the executable format used by GameCube and Wii games.
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It's essentially a raw binary with a header that contains information about the code and data sections, as well as the
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entry point.
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## ELF
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An [ELF file](https://en.wikipedia.org/wiki/Executable_and_Linkable_Format) is the executable format used by most
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Unix-like operating systems. There are two common types of ELF files: **relocatable** and **executable**.
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A relocatable ELF (`.o`, also called "object file") contains machine code and relocation information, and is used as
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input to the linker. Each object file is compiled from a single source file (`.c`, `.cpp`).
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An executable ELF (`.elf`) contains the final machine code that can be loaded and executed. It *can* include
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information about symbols, debug information (DWARF), and sometimes information about the original relocations, but it
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is often missing some or all of these (referred to as "stripped").
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## Symbol
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A symbol is a name that is assigned to a memory address. Symbols can be functions, variables, or other data.
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**Local** symbols are only visible within the object file they are defined in.
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These are usually defined as `static` in C/C++ or are compiler-generated.
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**Global** symbols are visible to all object files, and their names must be unique.
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**Weak** symbols are similar to global symbols, but can be replaced by a global symbol with the same name.
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For example: the SDK defines a weak `OSReport` function, which can be replaced by a game-specific implementation.
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Weak symbols are also used for functions generated by the compiler or as a result of C++ features, since they can exist
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in multiple object files. The linker will deduplicate these functions, keeping only the first copy.
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## Relocation
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A relocation is essentially a pointer to a symbol. At compile time, the final address of a symbol is
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not known yet, therefore a relocation is needed.
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At link time, each symbol is assigned a final address, and the linker will use the relocations to update the machine
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code with the final addresses of the symbol.
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Before:
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```asm
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# Unrelocated, instructions point to address 0 (unknown)
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lis r3, 0
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ori r3, r3, 0
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```
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After:
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```asm
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# Relocated, instructions point to 0x80001234
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lis r3, 0x8000
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ori r3, r3, 0x1234
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```
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Once the linker performs the relocation with the final address, the relocation is no longer needed. Still, sometimes the
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final ELF will still contain the relocation information, but the conversion to DOL will **always** remove it.
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When we analyze a file, we attempt to rebuild the relocations. This is useful for several reasons:
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- It allows us to split the file into relocatable objects. Each object can then be replaced with a decompiled version,
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as matching code is written.
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- It allows us to modify or add code and data to the game and have all machine code still to point to the correct
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symbols, which may now be in a different location.
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- It allows us to view the machine code in a disassembler and show symbol names instead of raw addresses.
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