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View Code? Open in Web Editor NEWA library and set of command line tools for parsing debugging symbols from PS2 games, with a focus on STABS symbols from .mdebug sections.
License: MIT License
A library and set of command line tools for parsing debugging symbols from PS2 games, with a focus on STABS symbols from .mdebug sections.
License: MIT License
I don't see this one in your list, maybe it is useful to you.
I been scrounging around trying to fix issues with mdebug format in GDB and ran into this.
Found this old gcc issue mentioning a "Object File/Symbol Table Format Specification for Digital UNIX V5.0". The link for the document is dead, and nothing useful is on the way back machine either, redirects from the DEC site, to compaq, which also has nothing. However I believe this is the same document. The internet archive has a slightly newer version of it, but it has less pages. Did not investigate why, could just be formatting. Chapter 5 on the symbol table, and explains more about this format than I've seen anywhere else. Chapter 9 is a bunch of example programs, followed by their mdebug dump information from a tool like stdump.
When is this feature planned to be released?
Tested with Burnout Revenge (Alpha 7)'s executable, SLUS_212.42.
When an enum declared within a struct is parsed, the following error occurs: [ccc/stabs.cpp:261] error: Expected ':' or ',', got ';' (3b).
In this case, the error is caused by members of CB4AIDebug, which should look something like this when parsed correctly:
struct CB4AIDebug {
enum { eRenderLanesNone, eRenderLanesNearPlayer, /* Continues... */ } meRenderLanes;
enum { eRenderCornersNone, eRenderCornersAll, /* Continues... */ } meRenderCorners;
enum { eLaneDrawLaneType, eLaneDrawResetType, eLaneDrawCount } meLaneDrawType;
// Rest of the structure is parsed without issue
};
If needed, this is the symbol in question:
CB4AIDebug:Tt1495=s2560meRenderLanes:/01496=eeRenderLanesNone:0,eRenderLanesNearPlayer:1,eRenderLanesAll:2,eRenderLanesAI:3,eRenderLanesPatch:4,eRenderLanesCount:5,;,0,32;meRenderCorners:/01497=eeRenderCornersNone:0,eRenderCornersAll:1,eRenderCornersAI:2,eRenderCornersCount:3,;,32,32;meLaneDrawType:/01498=eeLaneDrawLaneType:0,eLaneDrawResetType:1,eLaneDrawCount:2,;,64,32;mbShowTarget:/021,96,8;mbShowSpline:/021,104,8;mbIgnoreResetAILaneError:/021,112,8;mbShowDebugAggressiveHUD:/021,120,8;mnRenderSegmentsAhead:/0187,128,32;meDriverIndex:/01355,160,32;mnLastNumRaceCars:/0187,192,32;maacDecisions:/01499=ar1;0;5;1500=ar1;0;31;2,224,1536;maacDrivers:/01501=ar1;0;5;1502=ar1;0;127;2,1760,6144;maacSlamStates:/01501,7904,6144;maaLastPoints:/01503=ar1;0;5;1504=ar1;0;3;519,14080,3072;maaLastLanePoints:/01503,17152,3072;mnLastPointIndex:/0187,20224,32;mnLastPointUpdateCount:/0187,20256,32;mnNumLastPoints:/0187,20288,32;mbRenderPoints:/021,20320,8;mbShowLinks:/021,20328,8;mnLaneIndex:/0187,20352,32;mnSegmentIndex:/0187,20384,32;__as::1505=##1506=&1495;:RC10CB4AIDebug;2A.;CB4AIDebug::1507=##1508=*1495;:RC10CB4AIDebug;2A.1509=##1508;:;2A.;Construct::1510=##22;:;2A.;Prepare::1511=##21;:;2A.;Update::1510:;2A.;Release::1510:;2A.;Destruct::1510:;2A.;RenderWorld::1510:;2A.;RenderOverlays::1510:;2A.;IsIgnoreAILaneError::1511:;2A.;DrawSegment::1512=##22;:PC16CB4AILaneSegmentGQ29GtMathPs26CGtV4dbf;1A.;DrawAILaneSegment::1513=##22;:P16CB4AILaneSegment;1A.;DrawAICorner::1514=##22;:P17CB4AICornerStruct;1A.;_RenderAvoidanceMap::1184:RCQ29GtMathPs26CGtV2dT1Pvbf;0A?;_RenderRaceMap::1184:RCQ29GtMathPs26CGtV2dT1Pvbf;0A?;_RenderLanesGetText::1174:PvT1PcPCc;0A?;_RenderCornersGetText::1174:PvT1PcPCc;0A?;_RenderLaneTypeGetText::1174:PvT1PcPCc;0A?;_TogglePlayerAIControlled::63:Pv;0A?;_SaveAICheckpointTimes::63:Pv;0A?;;
Notably, this isn't isolated. I've had at least 2 other executables with the same issue.
Would it be possible to have something similar to uncc
but simply splitting the ELF into assembly files? It would be very helpful for decompilation projects so that the ELF can be built from them. This way, a project can also continuously verify that their code matches the original perfectly.
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