JSRF-Decompilation/contributing.md
2025-12-21 09:39:55 -05:00

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# 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.
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 also
appears to misidentify many symbols as functions even if they're data in e.g.
the `.data` section, which confuses the overall match percentage somewhat.
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. Exception handling code in particular can appear in
unexpected places (e.g. around `new` statements and in constructors) and has
unambiguous but nonobvious signs in the disassembly, so it might be worth
[reading](https://www.openrce.org/articles/full_view/21) up
[on](https://www.openrce.org/articles/full_view/23) how they're
[implemented](https://web.archive.org/web/20101007110629/http://www.microsoft.com/msj/0197/exception/exception.aspx)
to learn to recognize them in disassembly and recreate them in C++ code.
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.
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 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!
# Special Topics
This would be a good place to include guidance on some trickier aspects of
reverse engineering C++ code, like an accessible explanation of navigating
exception handling in Ghidra, implementing classes with virtual methods or
inheritance Ghidra and writing decompiled code for them, or what in the world a
COM object is and how to make Ghidra understand it (especially the one wrapping
all of JSRF's Direct3D calls).