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https://codeberg.org/KeybadeBlox/JSRF-Decompilation.git
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Tiny steps towards implementing C runtime
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commit
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6 changed files with 65 additions and 14 deletions
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@ -1,10 +1,27 @@
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all: src/JSRF/Jet2.obj
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# JSRF Decompilation Makefile
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# An NMAKE Makefile to compile the game with the Visual C++ 7.0 toolchain
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# All object files to link together
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OBJ = src/JSRF/Jet2.obj src/JSRF/Core.obj src/JSRF/GameData.obj\
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src/XDK/CRT/CRT0.obj
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# Linking into an executable; expect this to fail with undefined references
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# until we've made at least stubs for everything in the game
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#all: src/JSRF/Jet2.exe
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#src/JSRF/Jet2.exe: $(OBJ)
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# LINK.EXE /NOLOGO /NODEFAULTLIB /MERGE:.CRT=.data /OUT:$@ $**
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# For now, just compile all the object files
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all: $(OBJ)
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# Simple inference rule for producing object files
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.SUFFIXES: .cpp .obj
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.cpp.obj:
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CL.EXE /nologo /Wall /W4 /Ogityb0 /GfX /Fo$@ /c $<
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# Header files used for each object
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src/JSRF/Jet2.obj: src/JSRF/Core.hpp src/Std.hpp src/XDK/D3D.hpp\
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src/XDK/Win32.hpp
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@ -13,3 +30,5 @@ src/JSRF/Core.obj: src/JSRF/Core.hpp src/Smilebit/MMatrix.hpp src/Std.hpp\
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src/XDK/D3D.hpp src/XDK/Win32.hpp
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src/JSRF/GameData.obj: src/JSRF/GameData.hpp
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src/XDK/CRT/CRT0.obj: src/XDK/Win32.hpp
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@ -14,10 +14,10 @@
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"source_path": "src/JSRF/Jet2.cpp"
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},
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"symbol_mappings": {
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"?main_funcinfo@@3UFuncInfo@@A": "$T754",
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"?main_handler@@YAXPAUEHExceptionRecord@@PAKPAXPAU_xDISPATCHER_CONTEXT@@@Z": "$L758",
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"?main_handler_unwind1@@YAXXZ": "$L750",
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"?main_unwindmap@@3PAUUnwindMapEntry@@A": "$T760",
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"?main_funcinfo@@3UFuncInfo@@A": "$T745",
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"?main_handler@@YAXPAUEHExceptionRecord@@PAKPAXPAU_xDISPATCHER_CONTEXT@@@Z": "$L749",
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"?main_handler_unwind1@@YAXXZ": "$L741",
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"?main_unwindmap@@3PAUUnwindMapEntry@@A": "$T751",
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"[.rdata-0]": "[.xdata$x-0]"
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}
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},
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32
decompile/src/XDK/CRT/CRT0.cpp
Normal file
32
decompile/src/XDK/CRT/CRT0.cpp
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@ -0,0 +1,32 @@
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/* JSRF Decompilation: XDK/CRT0.cpp
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C runtime initialization.
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Like other CRT code, there's some magic here with symbols that get special
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treatment from the compiler and linker.
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*/
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#include "Win32.hpp"
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// Every program is supposed to have a main(), so we can just assume its
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// existence with a declaration here
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int main();
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void __stdcall mainCRTStartup ();
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static DWORD _mainXapiStartup(LPVOID lpThreadParameter);
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// Address: 0x00148023
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// Matching: no
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void __stdcall mainCRTStartup() {
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/* The true entrypoint of the game, spawning a thread for the rest to run in
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The linker automatically sets this function to the entrypoint.
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*/
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}
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// Address: 0x00147FB4
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// Matching: no
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DWORD _mainXapiStartup(LPVOID const lpThreadParameter) {
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/* Runs some initialization and then calls main() */
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main();
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}
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@ -32,10 +32,6 @@ typedef int BOOL;
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// 64-bit integer compatibility type
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union LARGE_INTEGER {
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struct {
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DWORD LowPart;
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LONG HighPart;
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};
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struct {
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DWORD LowPart;
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LONG HighPart;
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