# Getting Started Anybody is welcome to contribute to the decompilation effort! There are two main roles a contributor can fulfill: - *Delinking*, which entails analyzing the JSRF executable in-situ to figure out how to break it up into small chunks of code and data, and - *Decompiling*, which is writing C++ code that compiles down to the same code and data found in those chunks. Of these two tasks, the latter is more accessible and benefits more from a large group of volunteers, so we'll begin there. Those who want to participate in the delinking effort can follow the decompilation guide and then continue on to the delinking guide afterwards. ## Setting Up Decompilation You'll need a few things to get a decompilation workflow ready: - The JSRF executable (`default.xbe` in the root directory of the game disc) to provide the target compiled code to match - The Microsoft Visual C++ 7.0 (AKA Visual C++ .NET 2002) compiler to compile your C++ code - You'll also want to add its `Bin/` directory to your `PATH` so that objdiff can find it - The [Git](https://git-scm.com/) version control tool to clone and work on this repository - The [Ghidra](https://github.com/NationalSecurityAgency/ghidra) reverse engineering tool to analyze and browse the executable - The [XBE extension](https://github.com/XboxDev/ghidra-xbe) for Ghidra to import and analyze the JSRF executable - The [delinker extension](https://github.com/boricj/ghidra-delinker-extension) for Ghidra to export object files from the executable - The [objdiff](https://github.com/encounter/objdiff) code diffing tool to compare your C++ code's compiled output to the delinked object files Keep in mind that Ghidra and its extensions need to have their versions coordinated. The safest thing to do is to get the same version of each, e.g. 11.4. The general flow for installing extensions is to download a release `.zip` for the extension from the linked repository's releases page, open Ghidra, open the `File > Install Extensions` menu, click the green plus at the top right of the extensions window, and then select the `.zip` you just downloaded. Make sure the box to the left of the extension's name is checked to enable it before clicking "OK" to close the extensions window. With all these tools acquired, the last thing to get is this repository. Clone it with `git` in the usual fashion: ``` git clone https://codeberg.org/KeybadeBlox/JSRF-Decompilation.git ``` The following sections detail how to use all these tools to start writing decompiled code. ### Creating a JSRF Ghidra Project Even if you have no intention of analyzing the executable in Ghidra otherwise, Ghidra is needed to produce the object files that objdiff will compare your recompiled code against. This section will only cover the steps needed to get to that point. Open Ghidra and create a new project (`File > New Project...`). Select the "Non-Shared Project" option, and set whatever location and name you'd like. With the project created, open the file import dialogue (`File > Import File...`) and select the `default.xbe` from JSRF. Ensure that the format in the next window is set to "Xbox Executable Format (XBE)" (if this isn't an option, you need to install/enable the XBE extension), and that the name is "default.xbe" (our tooling depends on it having this specific name). Click "OK," and you should see a window with a successful import results summary after a moment (you'll probably see the message `[xboxkrnl.exe] -> not found in project`, but this is fine and expected). `default.xbe` should now be visible in the file listing for the project. Double click it to open it in the CodeBrowser. The window that opens is where you'll do all your in-situ analysis, should you choose to do so. You'll be asked whether you want to run analyzers; say yes. Afterwards, simply clicking "Analyze" in the analysis options window without changing anything is fine, and the analysis will probably take a couple minutes. There's a small oddity that needs fixing: certain parts of memory are marked as executable where objdiff doesn't expect them to be, which will mess up our diffs. To correct this, open the memory map (`Window > Memory Map`) and uncheck the "X" column for `.rdata`, `.data`, and `DOLBY`. Now we'll import symbols from the JSRF decompilation repository. After running the analysis, open the script manager (`Window > Script Manager`) and select the "Data" folder in the left pane. Double click the script titled `ImportSymbolsScript.py`, and a file picker will open after a moment. Select `symboltable.tsv` from the `delink/` directory of your cloned JSRF decompilation repository, and you should see a bunch of `Created function...` and `Created label...` in the scripting console window. Save your changes (save icon in the top left of the CodeBrowser window), and your Ghidra project should be all ready for creating object files for objdiff. ### Producing Object Files Close all of your Ghidra windows and open a shell in the decompilation repository's `delink/` directory. The `delink.sh` script is our automated tool for extracting all the object files that have been identified so far. Invoke it with three arguments: - The path to your Ghidra installation (the directory with files like `ghidraRun` and `ghidraRun.bat`, and directories like `docs/` and `Extensions/` - The path to your JSRF Ghidra project (the directory with a `.gpr` file and a directory with a name ending in `.rep`) - The name of your JSRF Ghidra project There are two common errors you might get here: - `Unable to lock project!`: This means that Ghidra isn't fully closed. Make sure you've completely closed every Ghidra window before running `delink.sh`. - `Script not found: DelinkProgram.java` and `Invalid script: DelinkProgram.java`: This means that the Ghidra delinker extension isn't properly installed. Ensure it's installed and enabled first. If all goes well, you'll see the message `Delinking complete!` at the end of the script's output, and the extracted object files will be in the `decompile/target/` directory of the repository. Now we're ready to start recompiling and diffing code with objdiff. ### Setting Up objdiff Open the objdiff GUI program (by default named something like `objdiff-os-arch`, e.g. `objdiff-windows-x86_64.exe`). Click "Settings" in the left sidebar and then "Select" next to "Project directory" in the popup window. In the file picker, select the `decompile/` directory in the JSRF decompilation repository. The sidebar will now have a listing of all the extracted object files. Click on one, and you should see two panes: one on the left labelled "Target object" that lists the contents of the extracted object file, and one on the right listing the contents of the recompiled object file. If the right pane displays an error like "program not found," the Visual C++ 7.0 compiler probably wasn't correctly set up on your `PATH`. One important piece of information, to make sure you get the correct match percentages: set `Diff Options > Function relocation diffs` to "None." Otherwise, approximately all references to functions and non-local variables will be marked as nonmatching (this has to do with the delinking process not applying name mangling, which isn't expected to be fixed). ### Using objdiff The basic idea of objdiff is to match up the contents of an object file compiled from our own decompiled code to the contents of an object file extracted from the game. To that end, functions have to be matched up between them. In the best case, corresponding functions in each file will have the same name and be in the same section, at which point objdiff can link them automatically. Otherwise, one has to click on one of the corresponding functions in one pane and the other function in the other pane to tell objdiff to link them. Common cases of this are class methods (the names won't match) and implicitly generated functions, such as exception handling code placed in `.text$x` in the recompiled object file. Keep in mind that objdiff's matching does not appear fully reliable in some cases, particularly when diffing data with external pointers (which appear as `?? ?? ?? ??`) that aren't explicitly marked as non-matching but still somehow reduce the match percentage, so you'll have to use a tiny amount of judgement to determine when you actually have a match. Clicking on a function that's been linked across both object files shows a diff of the disassembly of both versions of the function, with any differences highlighted. The task at hand is to modify the function in the corresponding source file (in the `decompile/src/` directory) such that the match percentage reaches 100%. Depending on how you configure objdiff, it will rebuild automatically whenever you save a change to a source file, or you can manually rebuild with the "Build" button at the top of the right pane. There are no concrete instructions to give for writing decompiled code. Try importing headers from `decompile/src/` into Ghidra (`File > Parse C Source...`) to get access to JSRF classes, and use Ghidra's decompilation of the function in the CodeBrowser as a starting point for writing your matching function, exercising whatever C++ and x86 assembly knowledge you have. If you have basic decompilation experience but are new to decompiling C++ specifically, you might want to take a look at the [Decompiling C++](decompilingcpp.md) article. Whenever you have some decompiled code that you'd like to contribute to the repository, commit it to your local copy of the repository and create a merge request to merge it back into the online copy. ## Contributing to Delinking Getting the JSRF binary delinked is just as important as decompiling the resulting object files, but takes a bit more investment. The concrete task of a delinking contributor is to populate `symboltable.tsv` and `objects.csv` in the `delink/` directory, which together enable consistent delinking of object files. The former lists symbols at different addresses through the whole executable, while the latter lists the address ranges that have been identified as separable objects. Both of these things are figured out by combing over the whole executable in Ghidra. ### Updating `symboltable.tsv` If you have got a bunch of symbols you'd like to add to `symboltable.tsv`, a workflow has been devised to generate it from your Ghidra project. Before regenerating the table, however, make sure that you have all of it symbols already in your project so that you don't end up deleting any. One option is to import `symboltable.tsv` into your project with the `ImportSymbolsScript.py` script as mentioned under "Creating a JSRF Ghidra Project," but be aware that this will overwrite any names you've assigned to the same symbols. You will also have to ensure that no two symbols share the same name. This can be avoided by using namespaces if need be (i.e. `X::symbol` and `Y::symbol` may coexist), but function overloading must be avoided (you may not have one function with the signature `void X::f(int)` and another with the signature `void X::f(float)`), else errors can arise when delinking, as the delinker extension does not mangle symbol names. Once you're ready to export your symbols, open the symbol table (`Window > Symbol Table`). Open the symbol filter window (cog button near the top right), and uncheck everything but "User Defined" under "Symbol Source," "Data Labels" and "Function Labels" under "Symbol Types," "Use Advanced Filters," and "Non-Externals" under "Non-Externals." This ensures that you only export symbols that you've defined and that are useful for delinking. Now we need to configure the columns that we want to export. Right-click on one of the colum headers, click "Add/Remove Columns..." to open the "Select Columns" window, and in it check only "Location," "Name," and "Type." Click "OK" to close the window and ensure that the column order is "Name," "Location," "Type" (you can drag the column headers to reorder them if needed). Now, to actually export the table, right-click on one of the table cells, click "Select All," and then right-click again on a cell to select "Export > Export to CSV..." before selecting where to save your exported symbol table. The final step is converting this CSV file to the format expected by `ImportSymbolsScript.py`. Open a shell in the repository's `delink/` directory and run `make_symboltable.sh` with the path of your exported CSV as an argument, and `symboltable.tsv` will be overwritten with a new table containing your exported symbols. ### Updating `objects.csv` `objects.csv` is a listing of addresses for each object file or group of object files that we've identified. Each column after the first two corresponds to a section of the executable, with filled cells indicating an address range occupied by that object file, empty cells indicating that the object occupies none of that section, and a `?` indicating an unknown address range or boundary. The `Object` column gives the path under `decompile/target/` to extract the object file to if the `Delink?` column is `true`, otherwise it's just a human-readable label for that row. `delink.sh` parses this file and uses any rows marked for delinking to produce object files. A couple criteria should be fulfilled before marking row in `objects.csv` for extraction. First, of course, the whole row should be filled with an object path and with address ranges that we're certain of. Make sure that not just the `.text` section, but also `.text$x` (exception handling code), `.data`, `.rdata`, and `.rdata$x` (data pointing to exception-handing code) are included in the object file if applicable! Address ranges also should not include any padding before or after data or code. Second, all of the symbols within those address ranges need to be present in `symboltable.tsv`, else delinking after only importing those symbols won't arrange the object file's internals correctly (exception-handling code might be appended onto another function, for example). Because `symboltable.tsv` should only be populated with symbols that have been manually defined as per the previous section, this means that you need to define variable names and labels in Ghidra for everything therein (and ideally everything referenced externally, as well). Do try to maintain basic consistency with the rest of the codebase: functions and methods begin with lowercase letters, for instance, while class/struct/enum names begin with capital letters, and special methods like constructors and destructors should have the names they would have in real C++ code (i.e. `Class::Class` and `Class::~Class`, respectively). Once an object is ready for extracting, its `Delink?` column should be set to `true` and the `objdiff.json` file in the `decompile/` directory should be updated to include it (give it an entry in the `units` list, modelled after other existing entries minus the `complete` and `symbol_mappings` fields), plus a `.cpp` file (and `.hpp` file if suitable) for it should be added for it in the `decompile/src/` directory. Make sure that any relevant data structures you've figured out are included in the new source files, then give extraction via `delink.sh` a test. Add a new prerequisite to `all:` at the top of the `Makefile` at the top of the `decompile/` directory, and add an entry at the bottom to record which header files need to be up to date to build the new object file (including anything included transitively!). Finally, make sure that the new object file builds in objdiff, even if its functions haven't actually been implemented yet. When you have it all sorted out, make a merge request to share your work with us!