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