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Port docs from PH (#90)
* fix: Cleanup structure in INSTALL.md * fix: Clean undefined link * feat: Copypaste decompiling.md and start porting over * feat: Keep porting decompiling.md and adding some details * feat: Add images and fix links * Apply suggestions from code review Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> Done manually because I screwed-up on github * feat: Update decomp.me export instructions, adapt review about thumb region * feat: Add instructions to reserve non-actor files * feat: Add small details for LSP and reminder for installation * feat: Add instructions for coding style (format and naming) * fix: Expand on UnkSystem naming * feat: Add details for objdiff errors * feat: Add information about symbols and tips.md * feat: Add information about UnkAngleStruct * fix: Update the CI build command in tips.md with the actual one * feat: Add some information about naming guidelines * feat: Add information about vtable symbols * feat: Small improvements * feat: Update doc's links layout a bit * feat: Some updates to install.md * feat: Apply reviews * `func_ovxxx_xxxxxxx` -> `func_ovxxx_02xxxxxx` --------- Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>
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- [Project structure](#project-structure)
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- [Decompiling](#decompiling)
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- [Code style](#code-style)
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- [Creating new `.c`/`.cpp` files](#creating-new-ccpp-files)
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- [Naming new things](#naming-new-things)
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- [Creating a class](#creating-a-class)
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<!-- - [Creating new `.c`/`.cpp` files](#creating-new-ccpp-files) -->
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## Decompiling
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[/docs/decompiling.md](/docs/decompiling.md) has most information as to how to approach decompilation and how to get started.
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Reading the rest of this file gives information on the structure of the project and coding style, it is highly recommended to read it.
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## Project structure
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- `build/`: Build output
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@@ -25,11 +32,71 @@
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- `mangle.py`: Shows mangled symbol names in a given C/C++ file
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- `requirements.txt`: Python libraries
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- `setup.py`: Sets up the project
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- `vtable_sym.py`: Renames and relocates vtable symbols
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- `*.sha1`: SHA-1 digests of different versions of the game
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## Decompiling
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See [/docs/decompiling.md](/docs/decompiling.md).
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## Code style
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This project has a `.clang-format` file and all C/C++ files in this project should follow it. We recommend using an editor
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compatible with `clang-format` to format the code as you save.
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As a rule of thumb, try to mimick the style that can be observed in already decompiled files. \
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Please write hexadecimal numbers in upper case (`0x9ABCDEF` instead of `0x9abcdef`). Lowercase numbers are used for global names (old functions names like `func_ovxxx_02xxxxxx`, data, etc).
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Class members use uppercase numbers too (e.g., `mUnk_0C` for a member placed at position `0xC`).
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New function names should follow `PascalCase`, even if they include numbers.
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### Naming new things
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You may have to create new classes, structs, member attributes or functions, etc. Here is described how to name them according to what they are.
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Once you find out what something does, it helps to give it a meaningfull name (eg. `ModelRender` class, `Actor::IsAlive()` function or `Actor.mPrevPos` member attribute).
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If you don't know yet what a piece of code does, try to follow this rough format: `{type}_ov{num}_{address}`.
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- `type` is the kind of code you're naming, `UnkStruct` for a struct, `mUnk` for a member attribute, `Unk{D}System{X}` for a class or group of functions. In the last case, `X` would then be an arbitrary, unique identifier. Likely a number that would increase for every new `System` to name. `D` is optional and aimed to give more information about the context in which the system is used (eg. `File` or `Actor`).
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- `num` is the id of the overlay the code is part of.
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- `address` is the address of the data you're naming. This may not always be applicable, in which case you can ignore it (and remove the trailing `_` of the format given above).
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You can also name thing based on where they are used. Say that some class `ActorP` has a member `mUnk_{X}` that needs it class, you can call the class `UnkStruct_ActorP_{X}`. Same goes for functions (but try to rather name things with their vtable address when applicable, so that they are easier to find and merge later on).
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### Creating a class
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If you are to create a new class, try to follow this structure:
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```cpp
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class Foo {
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public:
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/* 00 */ int mBar;
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/* 04 */
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Foo();
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/* 00 */ virtual void vfunc_00();
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/* 04 */ virtual void vfunc_04();
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/* 08 */ virtual ~Foo();
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/* 0C */
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// itcm
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bool func_01fff1e0();
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// overlay 0
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void func_ov000_0208a318(unk32 param1, unk32 param2, unk32 param3);
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void func_ov000_0208bbd4(unk32 param1, VecFx32 *param2, u16 param3);
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static UnkStruct_027e0ce0_34 *func_ov000_0205c904();
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// overlay 1
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void func_ov001_020bc5f8();
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void func_ov001_020bc524(bool param1);
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static Foo *Create();
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static void Destroy();
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// overlay 17
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void func_ov017_020bd69c();
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};
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```
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In order, the parts are:
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- Member attributes.
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- Constructor (ctor).
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- Virtual functions (the placement of the destructor (dtor), if there is any, can vary).
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- Other methods, grouped by overlay with a comment indicating which one.
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Using `private` may sometime be required to enable some inlining, so feel free to when use it you feel like you should.
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