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Complete delink workflow; separate from decomp
We can now create a fresh Ghidra project, import the JSRF executable into it, import symbols into it, delink object files from it, and then decompile with objdiff. Just needs some documentation.
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17 changed files with 1178 additions and 8 deletions
189
decompile/src/Core.hpp
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189
decompile/src/Core.hpp
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/* JSRF Decompilation: Core.hpp
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Game and GameObj classes that form the foundation of the JSRF game code.
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*/
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#ifndef CORE_HPP
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#define CORE_HPP
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#include "D3D.hpp"
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#include "MMatrix.hpp"
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#include "Std.hpp"
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#include "Win32.hpp"
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// TODO; move to header for Graphics COM object in Smilebit libraries
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struct GraphicsPerformanceCounters {
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unsigned fps;
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unsigned trianglesPerSecond;
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unsigned frameTriangleCnt;
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unsigned unknown0xC;
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unsigned unknown0x10;
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unsigned unknown0x14;
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};
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// Base class of most objects (and everything in g_game->objects)
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class GameObj {
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enum GameObjFlags {
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GOF_SOMETHINGLINKED_ALTLIST = 1 << 0,
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GOF_SKIPDRAWCHILDREN = 1 << 16,
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GOF_SKIPDRAWASCHILD = 1 << 18,
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GOF_SKIPDRAWASROOT = 1 << 22,
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GOF_EXCLUDEFROMSOMETHINGLINKED = 1 << 30,
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GOF_DELETEAFTEREXEC = 1 << 31
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} flags;
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// Position in g_game->objects array
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// Different indices and ranges are dedicated to different kinds of
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// objecs.
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enum GameObjIndex {
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OBJ_NOTINDEXED = -1, // Not stored in array
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OBJ_DIRECTOR = 0
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// TODO
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} index;
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unsigned otherBitfield;
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float reverseSortKey; // Sign flipped to produced sortKey
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unsigned sortKey; // Four-level key, one byte each
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D3DVECTOR someTranslation;
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// Links forming a tree of objects
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GameObj * parent;
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GameObj * firstChild;
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GameObj * prevSibling;
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GameObj * nextSibling;
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// Some kind of linked list walked during rendering
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GameObj * somethingLinkedNext;
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GameObj * * somethingLinkedPrevNext;
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GameObj * * * somethingLinkedEndNextPtr;
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// Another linked list sort of arrangement
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GameObj * someKindOfNextObj;
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public:
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virtual ~GameObj();
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GameObj(GameObj * parent, GameObjIndex index, GameObjFlags flags);
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// Each frame, one of these trios of methods is called depending on
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// which state the game is in
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// Default implementation of each does nothing; inheriting objects
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// override these methods to run some code during each phase of each
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// frame.
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virtual void execDefault();
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virtual void postExecDefault();
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virtual void drawDefault();
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virtual void execEvent();
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virtual void postExecEvent();
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virtual void drawEvent();
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virtual void execCoveredPause();
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virtual void postExecCoveredPause();
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virtual void drawCoveredPause();
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virtual void execFreezeCam();
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virtual void postExecFreezeCam();
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virtual void drawFreezeCam();
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virtual void execUncoveredPause();
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virtual void postExecUncoveredPause();
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virtual void drawUncoveredPause();
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// TODO: non-virtual methods
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};
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// Top-level globally-accessible "god object" that runs the main loop and
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// provides global access to most other objects and many variables
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extern class Game {
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char unknown0x4[4];
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unsigned unknown0x8;
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unsigned * unknown0xC;
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int initState;
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unsigned unknown0x14;
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BOOL drawProfilingInfo;
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int unknown0x1C;
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BOOL logosStarted;
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BOOL fatalErr;
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D3DCOLOR colour;
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D3DCOLOR ambientColour;
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D3DCOLOR shadowColour;
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D3DCOLOR bgColour;
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D3DCOLOR bgColourFallback;
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BOOL useFallbackBgColour;
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// Game state used to select GameObj methods to call in main loop
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// If multiple states are acivated, the precedence is
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// coveredPause > Event > FreezeCam > UncoveredPause > Default
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BOOL coveredPause; // Game paused with world not visible
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BOOL event; // Events (cutscenes)
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BOOL freezeCam; // Time-frozen camera shots
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BOOL uncoveredPause; // Game paused with world visible, or
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// automatic pause at start of mission
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BOOL setCoveredPauseNextFrame;
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BOOL unsetCoveredPauseNextFrame;
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BOOL setEventNextFrame;
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BOOL unsetEventNextFrame;
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BOOL setFreezeCamNextFrame;
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BOOL unsetFreezeCamNextFrame;
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BOOL setUncoveredPauseNextFrame;
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BOOL unsetUncoveredPauseNextFrame;
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unsigned unknown0x70;
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BOOL skipDraw;
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int zeroedByExec;
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GraphicsPerformanceCounters perfCounters;
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enum DrawMode {
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DRAW_YES,
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DRAW_WAITVBLANK,
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DRAW_NO
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} drawMode;
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// Globally accessible objects and variables
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GameObj * objects[7668];
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unsigned globals[461]; // Items may be any 32-bit type, e.g. ptr
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GameObj * somethingLinkedBHead;
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GameObj * * somethingLinkedBEndNext;
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GameObj * somethingLinkedAHead;
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GameObj * * somethingLinkedAEndNext;
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GameObj * sortedLinkedListHead;
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GameObj * * sortedLinkedListEndNext;
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GameObj * linkedListsByKeyHeads [256];
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GameObj * * linkedListByKeyEndNexts[256];
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LARGE_INTEGER execPerfCount;
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LARGE_INTEGER drawPerfCount;
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unsigned unknown0x87C8;
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unsigned unknown0x87CC;
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unsigned frameCnt1;
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unsigned unknown0x87D4;
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unsigned unknown0x87D8;
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GameObj * rootExecObj;
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int frameCnt2;
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int frameCnt3;
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unsigned gameObjCnt;
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GameObj * rootDrawObj;
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int unknown0x87F0;
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int unknown0x87F4;
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Mat4 unknown0x87F8;
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unsigned unknown0x8838;
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unsigned unknown0x883C;
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public:
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Game(unsigned *, unsigned);
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virtual ~Game();
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void initExecRootObj();
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void mainLoop();
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// TODO: other methods
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} * g_game;
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#endif
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