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scalpel's Issues

sync table of ownage with Devilution master

I wrote a little tool to diff the function name usage in Devilution vs. those defined in the table of ownage.

Most names are correct, but there are ~80 or so that needs to be update in surgery/function.md so they have the same name as that used in Devilution.

Note, a few of these may be false positives (e.g. CopyInt) as I ran the tool on DevilutionX/Source and those functions were introduced in DevilutionX for save file handling.

A set of function names related to rendering were recently updated as part of the cleanup in diasurgical/devilution#1802, so they should be easy to sync.

Oh, and I just realized, that a few functions are added to Devilution from the debug release of Diablo, so those will show up in the list as I only checked the v1.09b addresses of the surgery/functions.md table.

The list is as follows:

  • assert_fail
  • GiveGoldCheat (only in beta)
  • StoresCheat (only in beta)
  • TakeGoldCheat (only in beta)
  • MaxSpellsCheat (only in beta)
  • SetSpellLevelCheat
  • SetAllSpellsCheat
  • PrintDebugPlayer
  • PrintDebugQuest
  • PrintDebugMonster
  • GetDebugMonster
  • NextDebugMonster
  • diablo_init
  • diablo_splash
  • CelBlit
  • CelDraw
  • CelBlitFrame
  • CelClippedDraw
  • CelClippedBlit
  • CelBlitLight
  • CelBlitLightTrans
  • CelDrawLight
  • CelClippedDrawLight
  • CelClippedBlitLightTrans
  • CelDrawLightRed
  • CelBlitSafe
  • CelClippedDrawSafe
  • CelClippedBlitSafe
  • CelBlitLightSafe
  • CelBlitLightTransSafe
  • CelDrawLightSafe
  • CelClippedBlitLightTransSafe
  • CelDrawLightRedSafe
  • CelBlitWidth
  • CelBlitOutline
  • CelBlitOutlineSafe
  • Cl2Draw
  • Cl2Blit
  • Cl2DrawOutline
  • Cl2BlitOutline
  • Cl2DrawLightTbl
  • Cl2BlitLight
  • Cl2DrawLight
  • Cl2DrawSafe
  • Cl2BlitSafe
  • Cl2DrawOutlineSafe
  • Cl2BlitOutlineSafe
  • Cl2DrawLightTblSafe
  • Cl2BlitLightSafe
  • Cl2DrawLightSafe
  • ToggleLighting (only in beta)
  • CopyBytes (only in DevilutionX, as part of new save handling)
  • CopyChar (only in DevilutionX, as part of new save handling)
  • CopyShort (only in DevilutionX, as part of new save handling)
  • CopyShorts (only in DevilutionX, as part of new save handling)
  • CopyInt (only in DevilutionX, as part of new save handling)
  • CopyInts (only in DevilutionX, as part of new save handling)
  • CopyInt64 (only in DevilutionX, as part of new save handling)
  • LoadItemData
  • LoadItems
  • SaveItems
  • mpqapi_store_default_time
  • On_CHEAT_SPELL_LEVEL
  • On_DEBUG
  • dumphist
  • DeleteObject_ (present in functions.md but without the _ suffix)
  • AddBloodFtn
  • AddGoatShrine
  • AddCauldron
  • AddMurkyFountain
  • AddTearFountain
  • PM_DoStand
  • RenderLine
  • RenderTile
  • ScrollView (only in beta)
  • EnableFrameCount (only in beta)
  • DrawFPS (only in beta)
  • SHA1CircularShift
  • tmsg_start
  • town_special_lower
  • town_special_upper

P.S. if someone is curious, I can share the horrid tool that was used to produce this list :p I'm learning how to parse C++ as I go :)

(cc: @AJenbo as you are currently not listed as a watcher for updates to this repo ^^)

Tool to help process SYM files

The last few days I've been playing with the idea of processing SYM files to output scripts which will add all symbol information to IDA. These scripts may be either in IDC format (e.g. notes.idc) or Python format (e.g. make_diablo.py and set_funcs).

As a first step to do this, we need to be able to process SYM files to the same capabilities as DUMPSYM.EXE.

For this purpose, the https://github.com/sanctuary/sym repo was create; and as of today it is capable of parsing DIABPSX.SYM from both the Japanese SLPS-01416 release (i.e. jap_05291998.out) and the 1997-12-12 Easy as Pie release (i.e. pal_12121997.out), to produce identical output as the DUMPSYM.EXE tool of the Psy-Q SDK.

This is the initial step, and based on this we now have data structures to further process the information and produce useful high-level information; e.g. scripts for importing this information into IDA. Or, outputting C header files; etc.

Just wanted to post about the process and start to get input on directions to take, or ideas on what to play with :)

cc: @7i @galaxyhaxz @seritools

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