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Loads a single module standalone - no game, no boot - and writes a report: module header and segments, the export and import tables with NIDs resolved to names through the HLE tables, one annotated disassembly file per function, and a call graph as JSON. Reuses the emulator's own loader rather than parsing PRXes a second time, so decryption, decompression, relocation and import resolution can't drift from what actually runs. Only enough of the system is brought up to load a module: memory map, timing, HLE tables and the kernel allocators. Nothing executes. Two things beyond a plain disassembly, both aimed at the questions that come up when reading unfamiliar MIPS: - lui/addiu (and lui/load) pairs are folded and reported as the address they form, which is how every global and constant table gets reached. - Per function, a register evidence block instead of a guessed signature. A MIPS function that takes two arguments and passes the second one down often never reads it, so 'never read but live across a call' is reported as forwarded rather than quietly dropped from the signature. SetForceRealModuleLoads() is needed because modules like sceAudiocodec_Driver have no DisableHLEFlags bit and so can't be turned off the normal way - they'd fake-load and there would be nothing to look at. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
38 lines
1.4 KiB
C++
38 lines
1.4 KiB
C++
// Copyright (c) 2026- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <string>
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struct ReverseEngineerOptions {
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// PRX/ELF to load. A host path, or a PSP path like "flash0:/kd/libmp3.prx" (resolved
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// against the configured NAND directory).
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std::string modulePath;
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// Where to write the report. Created if missing.
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std::string outDir;
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// If set, only this function is disassembled (by name, or "0x08801234").
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std::string funcFilter;
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// Optional .syms file applied before dumping, so names show up in every caller.
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std::string symsFile;
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bool verbose = false;
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};
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// Loads a module standalone (no game), analyzes it, and writes a report. Returns a process
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// exit code.
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int RunReverseEngineer(const ReverseEngineerOptions &opts);
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