Split up README a bit
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README.md
146
README.md
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@ -15,9 +15,9 @@ project structure and build system that uses decomp-toolkit under the hood.
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- [Goals](#goals)
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- [Background](#background)
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- [Other approaches](#other-approaches)
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- [Terminology](#terminology)
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- [Analyzer features](#analyzer-features)
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- [Other approaches](docs/other_approaches.md)
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- [Terminology](docs/terminology.md)
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- [Commands](#commands)
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- [ar create](#ar-create)
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- [ar extract](#ar-extract)
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@ -79,148 +79,7 @@ binary that is byte-for-byte identical to the original, then we know that the de
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decomp-toolkit provides tooling for analyzing and splitting the original binary into relocatable objects, as well
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as generating the linker script and other files needed to link the decompiled code.
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## Other approaches
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### Manual assembly
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With existing GameCube/Wii decompilation tooling, the setup process is very tedious and error-prone.
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The general process is:
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- Begin by disassembling the original binary with a tool like
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[doldisasm.py](https://gist.github.com/camthesaxman/a36f610dbf4cc53a874322ef146c4123). This produces one giant
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assembly file per section.
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- Manually comb through the assembly files and fix many issues, like incorrect or missing relocations, incorrect or
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missing symbols, and more.
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- Manually find-and-replace the auto-generated symbol names based on other sources, like other decompilation projects
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or a map file. (If you're lucky enough to have one)
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- Manually determine data types and sizes, and convert them accordingly. (For example, `.4byte` -> `.float`, strings,
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etc)
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- Manually split the assembly files into individual objects. This is a very tedious process, as it requires identifying
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the boundaries of each function, determining whether adjacent functions are related, finding associated
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data from each data section, and cut-and-pasting all of this into a new file.
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Other downsides of this approach:
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- Manually editing the assembly means that the result is not reproducible. You can't run the script again to
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make any updates, because your changes will be overwritten. This also means that the assembly files must be
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stored in version control, which is not ideal.
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- Incorrectly splitting objects is very easy to do, and can be difficult to detect. For example, a `.ctors` entry _must_
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be located in the same object as the function it references, otherwise the linker will not generate the correct
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`.ctors` entry. `extab` and `extabindex` entries _must also_ be located in the same object as the function they
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reference, have a label and have the correct size, and have a direct relocation rather than a section-relative
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relocation. Otherwise, the linker will crash with a cryptic error message.
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- Relying on assembly means that you need an assembler. For GameCube/Wii, this means devkitPro, which is a
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large dependency and an obstacle for new contributors. The assembler also has some quirks that don't interact well
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with `mwldeppc`, which means that the object files must be manually post-processed to fix these issues. (See the
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[elf fixup](#elf-fixup) command)
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With decomp-toolkit:
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- Many analysis steps are automated and highly accurate. Many DOL files can be analyzed and split into re-linkable
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objects with no configuration.
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- Signature analysis automatically labels common functions and objects, and allows for more accurate relocation
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rebuilding.
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- Any manual adjustments are stored in configuration files, which are stored in version control.
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- Splitting is simplified by updating a configuration file. The analyzer will check for common issues, like
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incorrectly split `.ctors`/`.dtors`/`extab`/`extabindex` entries. If the user hasn't configured a split for these,
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the analyzer will automatically split them along with their associated functions to ensure that the linker will
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generate everything correctly. This means that matching code can be written without worrying about splitting all
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sections up front.
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- The splitter generates object files directly, with no assembler required. This means that we can avoid the devkitPro
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requirement. (Although we can still generate assembly files for viewing, editing, and compatibility with other tools)
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### dadosod
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[dadosod](https://github.com/InusualZ/dadosod) is a newer replacement for `doldisasm.py`. It has more accurate function
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and relocation analysis than `doldisasm.py`, as well as support for renaming symbols based on a map file. However, since
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it operates as a one-shot assembly generator, it still suffers from many of the same issues described above.
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### ppcdis
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[ppcdis](https://github.com/SeekyCt/ppcdis) is one of the tools that inspired decomp-toolkit. It has more accurate
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analysis than doldisasm.py, and has similar goals to decomp-toolkit. It's been used successfully in several
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decompilation projects.
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However, decomp-toolkit has a few advantages:
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- Faster and more accurate analysis. (See [Analyzer features](#analyzer-features))
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- Emits object files directly, with no assembler required.
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- More robust handling of features like common BSS, `.ctors`/`.dtors`/`extab`/`extabindex`, and more.
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- Requires very little configuration to start.
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- Automatically labels common functions and objects with signature analysis.
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### Honorable mentions
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[splat](https://github.com/ethteck/splat) is a binary splitting tool for N64 and PSX. Some ideas from splat inspired
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decomp-toolkit, like the symbol configuration format.
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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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## Analyzer features
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@ -261,7 +120,6 @@ Generates `ldscript.lcf` for `mwldeppc.exe`.
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- Support RSO files
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- Add more signatures
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- Rework CodeWarrior map parsing
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## Commands
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@ -0,0 +1,74 @@
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# Other approaches
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## Manual assembly
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With existing GameCube/Wii decompilation tooling, the setup process is very tedious and error-prone.
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The general process is:
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- Begin by disassembling the original binary with a tool like
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[doldisasm.py](https://gist.github.com/camthesaxman/a36f610dbf4cc53a874322ef146c4123). This produces one giant
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assembly file per section.
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- Manually comb through the assembly files and fix many issues, like incorrect or missing relocations, incorrect or
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missing symbols, and more.
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- Manually find-and-replace the auto-generated symbol names based on other sources, like other decompilation projects
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or a map file. (If you're lucky enough to have one)
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- Manually determine data types and sizes, and convert them accordingly. (For example, `.4byte` -> `.float`, strings,
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etc)
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- Manually split the assembly files into individual objects. This is a very tedious process, as it requires identifying
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the boundaries of each function, determining whether adjacent functions are related, finding associated
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data from each data section, and cut-and-pasting all of this into a new file.
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Other downsides of this approach:
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- Manually editing the assembly means that the result is not reproducible. You can't run the script again to
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make any updates, because your changes will be overwritten. This also means that the assembly files must be
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stored in version control, which is not ideal.
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- Incorrectly splitting objects is very easy to do, and can be difficult to detect. For example, a `.ctors` entry _must_
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be located in the same object as the function it references, otherwise the linker will not generate the correct
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`.ctors` entry. `extab` and `extabindex` entries _must also_ be located in the same object as the function they
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reference, have a label and have the correct size, and have a direct relocation rather than a section-relative
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relocation. Otherwise, the linker will crash with a cryptic error message.
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- Relying on assembly means that you need an assembler. For GameCube/Wii, this means devkitPro, which is a
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large dependency and an obstacle for new contributors. The assembler also has some quirks that don't interact well
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with `mwldeppc`, which means that the object files must be manually post-processed to fix these issues. (See the
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[elf fixup](/README.md#elf-fixup) command)
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With decomp-toolkit:
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- Many analysis steps are automated and highly accurate. Many DOL files can be analyzed and split into re-linkable
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objects with no configuration.
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- Signature analysis automatically labels common functions and objects, and allows for more accurate relocation
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rebuilding.
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- Any manual adjustments are stored in configuration files, which are stored in version control.
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- Splitting is simplified by updating a configuration file. The analyzer will check for common issues, like
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incorrectly split `.ctors`/`.dtors`/`extab`/`extabindex` entries. If the user hasn't configured a split for these,
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the analyzer will automatically split them along with their associated functions to ensure that the linker will
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generate everything correctly. This means that matching code can be written without worrying about splitting all
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sections up front.
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- The splitter generates object files directly, with no assembler required. This means that we can avoid the devkitPro
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requirement. (Although we can still generate assembly files for viewing, editing, and compatibility with other tools)
|
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## dadosod
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[dadosod](https://github.com/InusualZ/dadosod) is a newer replacement for `doldisasm.py`. It has more accurate function
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and relocation analysis than `doldisasm.py`, as well as support for renaming symbols based on a map file. However, since
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it operates as a one-shot assembly generator, it still suffers from many of the same issues described above.
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## ppcdis
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[ppcdis](https://github.com/SeekyCt/ppcdis) is one of the tools that inspired decomp-toolkit. It has more accurate
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analysis than doldisasm.py, and has similar goals to decomp-toolkit. It's been used successfully in several
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decompilation projects.
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However, decomp-toolkit has a few advantages:
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- Faster and more accurate analysis. (See [Analyzer features](/README.md#analyzer-features))
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- Emits object files directly, with no assembler required.
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- More robust handling of features like common BSS, `.ctors`/`.dtors`/`extab`/`extabindex`, and more.
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- Requires very little configuration to start.
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- Automatically labels common functions and objects with signature analysis.
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## Honorable mentions
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[splat](https://github.com/ethteck/splat) is a binary splitting tool for N64 and PSX. Some ideas from splat inspired
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decomp-toolkit, like the symbol configuration format.
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@ -0,0 +1 @@
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### Visit the [dtk-template](https://github.com/encounter/dtk-template) repository for additional documentation, including a guide.
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@ -0,0 +1,67 @@
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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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|
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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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|
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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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|
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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
|
||||
symbols, which may now be in a different location.
|
||||
- It allows us to view the machine code in a disassembler and show symbol names instead of raw addresses.
|
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