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The change in the previous commit was a silly case of not thinking things through, not realizing that the .data range moved to Core.obj was nowhere near the beginning of the section as it should be. g_game has been moved back into Jet2.obj (time will tell if this is correct) and a missed data strucure at the beginning of .data (where it ought to be) now makes up Core.obj's .data portion.
28 lines
1.4 KiB
Markdown
28 lines
1.4 KiB
Markdown
# Jet Set Radio Future North American Standalone Decompilation
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A matching decompilation of the Xbox game Jet Set Radio Future.
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## Progress
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- Delinking progress: 0.52% (13263 out of 2574172 bytes in XBE address space)
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- Decompilation progress: 3.1% (3 out of the 98 functions delinked so far)
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## Roadmap
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The approach of this decompilation is to:
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1. Delink the JSRF executable (`default.xbe`) into object files, each
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representing a single C++ source file
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2. Decompile the object files into C++ code that produces matching object files
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3. Link the object files into a Windows executable (n.b. this would not be
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runnable on Windows)
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4. Repackage the Windows executable into a working Xbox executable
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We are currently engaging in the first two steps simultaneously, decompiling
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code as it's delinked. Further details on these steps can be found in the
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[contribution guide](contributing.md). Step 3 will use the linker from the
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same Visual C++ 7.0 already used to compile object files. Step 4 is expected
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to use the `cxbe` tool found in e.g. [nxdk](https://github.com/XboxDev/nxdk).
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## Contributing
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Anybody interested in joining the effort is welcome to read the
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[contribution guide](contributing.md). Those looking to get in contact with
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other contributors can post to
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[the repository's issue tracker](https://codeberg.org/KeybadeBlox/JSRF-Decompilation/issues)
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or join the [JSRF Reverse Engineering Discord](https://discord.gg/kYEm5jz).
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