mirror of
https://github.com/galaxyhaxz/devilution
synced 2025-02-22 12:34:59 +00:00
141 lines
4.9 KiB
Markdown
141 lines
4.9 KiB
Markdown
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# Contribution Guide
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This guide outlines useful resources, tools and processes for contribution to
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Devilution.
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## Useful Repos
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* [diasurgical/scalpel](https://github.com/diasurgical/scalpel) - uploaded .SYM
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files from each release of Diablo 1 on Playstation
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* [sanctuary/notes](https://github.com/sanctuary/notes) - documented
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Windows-specific Diablo code
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## Software and Utils
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* A clean installation of Diablo patched to version 1.09b (Diablo.exe)
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* Download IDA (Interactive Disassembler) [Hex-Rays](https://www.hex-rays.com/products/ida/support/download_freeware.shtml)
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* Download IDC script from sanctuary/notes repository: [notes.idc](http://sanctuary.github.io/notes/notes.idc)
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## How To...
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Described below are steps for using the IDA and SYM files to reverse the Diablo
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source.
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### Understanding Devilution and Sanctuary Notes
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Both Devilution and the Sanctuary Notes repo have the intended aim to get as
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close as possible to document the original game. Devilution is closer in the
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sense that the same names have been used for functions as based on the SYM
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debug info. The notes repo has tried to use consistent naming for functions,
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e.g. prefix with source file name.
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See for instance [drlg_l1_load_dun](http://sanctuary.github.io/notes/#function/drlg_l1_load_dun),
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which is defined in `drlg_l1.cpp`. This function has the PSX signature
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`void LoadL1Dungeon__FPcii(char *sFileName, int vx, int vy)`, but is documented
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in the Sanctuary Notes repo as follows for consistency:
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```cpp
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/// address: 0x40AE79
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///
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/// drlg_l1_load_dun loads tile IDs, monsters and objects from the given
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/// dungeon file.
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///
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/// PSX ref: 0x8013CF64
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/// PSX def: void LoadL1Dungeon__FPcii(char *sFileName, int vx, int vy)
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void __fastcall drlg_l1_load_dun(char *dun_path, int view_x, int view_y);
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```
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### Interactive Disassembler Usage
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* Open the `Diablo.exe` (verison 1.09b in IDA) and wait for it to finish
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analysis
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* Open as "Portable Executable"
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* Processor type i386 (80386)
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* Run the IDC script in IDA on the fresh IDB database to import names for
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variables and functions, type definitions, etc. (Note: run the IDC script
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**only** on new IDB databases as it removes all variable names before adding new
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ones.); for more info, see [#79 (comment)](https://github.com/diasurgical/devilution/pull/79#issuecomment-400536087)
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* Example: search for `drlg_l1_load_dun`
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* Starting memory address `0x40AE79`
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* Function name `drlg_l1_load_dun`
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* Function arguments `(char *dun_path, int view_x, int view_y)`
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* #TODO what else can be inferred from below?
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```asm
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; drlg_l1_load_dun loads tile IDs, monsters and objects from the given
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; dungeon file.
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; Attributes: bp-based frame
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; void __fastcall drlg_l1_load_dun(char *dun_path, int view_x, int view_y)
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drlg_l1_load_dun proc near
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var_C= dword ptr -0Ch
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var_8= dword ptr -8
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var_4= dword ptr -4
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view_y= dword ptr 8
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push ebp
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mov ebp, esp
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sub esp, 0Ch
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push ebx
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push esi
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push edi
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push 10h
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pop eax
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mov [ebp+var_C], edx
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push 60h
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mov dword_5D2458, eax
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mov dword_5D245C, eax
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pop eax
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mov esi, ecx
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mov dword_5CF328, eax
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mov dword_5CF32C, eax
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call gendung_init_transparency
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xor edx, edx ; size
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mov ecx, esi ; file_path
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call engine_mem_load_file
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mov esi, eax
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xor ecx, ecx
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```
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### About the SYM
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The [diasurgical/scalpel](https://github.com/diasurgical/scalpel) repository includes a copy of a symbolic file that was
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accidentally left on the Japanese release of Diablo on Playstation 1. The CD
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contained debug information in a .SYM file, the format of which has been
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reversed, so we can recover type information, variable names, etc, for the PSX
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release.
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* Download and open [jap_05291998.out](https://raw.githubusercontent.com/diasurgical/scalpel/master/psx/symbols/jap_05291998.out)
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* Example: search for `LoadL1Dungeon__FPcii`
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* Starting memory address `0x8013CF64`
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* Function name `LoadL1Dungeon`
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* Function arguments `(*char sFilename, int vx, int, vy)`
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* #TODO what else can be inferred from below?
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```
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135ea8: $8013cf64 8c Function_start
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fp = 29
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fsize = 48
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retreg = 31
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mask = $80070000
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maskoffs = -4
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line = 905
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file = C:\diabpsx\SOURCE\DRLG_L1.CPP
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name = LoadL1Dungeon__FPcii
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135ef4: $00000010 94 Def class REGPARM type PTR CHAR size 0 name sFileName
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135f0b: $00000011 94 Def class REGPARM type INT size 0 name vx
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135f1b: $00000012 94 Def class REGPARM type INT size 0 name vy
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135f2b: $8013cf64 90 Block_start line = 1
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135f34: $00000005 94 Def class REG type INT size 0 name i
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135f43: $00000007 94 Def class REG type INT size 0 name j
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135f52: $0000000b 94 Def class REG type INT size 0 name rw
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135f62: $0000000c 94 Def class REG type INT size 0 name rh
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135f72: $00000010 94 Def class REG type PTR UCHAR size 0 name pLevelMap
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135f89: $00000008 94 Def class REG type PTR UCHAR size 0 name lm
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135f99: $8013d0c4 90 Block_start line = 44
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135fa2: $8013d11c 92 Block_end line = 60
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135fab: $8013d11c 92 Block_end line = 60
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135fb4: $8013d138 8e Function_end
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```
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