Sly 1:Executable

SCUS_971.98 is the executable for. It is an ELF binary compiled for the PS2’s Emotion Engine processor. The compiler is GCC v2.9-ee-991111b.

IOP module libraries
These library files are included on the disc alongside the game executable, and are loaded on the IOP core by it.


 * sio2man.irx – Manager Interface for joypads, multitaps and memory cards
 * padman.irx – Gamepad manager
 * mcman.irx – Memory card manager
 * mcserv.irx – Memory card server
 * libsd.irx – Sound library
 * 989snd.irx – Sound driver

Static libraries
These libraries are bundled with the executable and some are only referenced by name in some strings.

Standard libraries
These libraries are shipped either by the Cygnus ee-gcc toolchain or gcc directly.


 * libgcc – GCC internal runtime library
 * newlib – C runtime library
 * libio – GNU implementation of C++ IO streams
 * libstdc++ – GNU C++ standard library

PS2 SDK libraries
These libraries are part of the PS2 SDK and written by SCEI.
 * libkernel – Interface to the EE Kernel (syscall wrappers/etc.)
 * libmc 2430 – Memory card library
 * libgraph 2400 – Graphics Synthesizer library
 * libdma  2400 – Direct Memory Access (DMA) library
 * libcdvd 2420 – CD/DVD library
 * libpad  2410 – DualShock gamepad library
 * libipu  2400 – Image data Processor (IPU) library

Initialization and main loop
The entry point for the executable is, which is provided by the PS2 SDK's.

It sets up the main thread, initializes the main thread's heap, and calls. The  function takes two arguments,   (the number of arguments) and   (the array of arguments). It performs some initialization and begins the main game loop.

Initialization
starts by calling, a libgcc function that iterates through a generated table of initialization functions which initialize global variables and construct global objects, calling them all.

Execution then returns to  which stores the passed parameters in   and   respectively. It then calls, a function which initializes even more game variables.

Game loop
The logic of the main game loop can be broken down as follows.


 * First, check if  has an MPEG queued to be played. If so:
 * – Calls some graphics functions and swap the graphics synthesizer buffers
 * – Executes the MPEG on the global transition instance
 * Check if  has a pending transition . If so:
 * Call a function that calls  on the   instance.
 * Check again if  has an MPEG queued to be played (this happens if two MPEGs were queued to play back-to-back) If so:
 * – Handles controller input
 * – Watches for cheat code inputs
 * Call an unknown function that handles saving the game.
 * – Updates the state of the GUI
 * – Updates the running timers on the game state structs
 * – If g_psw is not null..
 * – Sets up some camera values to render the next frame
 * – Prepares to render the next frame
 * – Updates the global clock values
 * Grab a particular function pointer from the  struct and execute it if it is not NULL. The function's purpose is unknown but it takes   as an argument, so it's probably an Update function.
 * – Renders game objects from the given camera perspective
 * – Renders the GUI blots on the current frame
 * – Draws the game objects from the given camera perspective
 * – Draws the GUI elements on the frame
 * – Finishes rendering the frame
 * Increment the global frame counter,.
 * – Draws the GUI elements on the frame
 * – Finishes rendering the frame
 * Increment the global frame counter,.

This routine continues in an infinite loop unless  is called or a handled exception causes execution to halt, in which case you are immediately booted back to the PS2 BIOS.

Build strings
The executable contains the following strings generated during the build process.

jojo

08/24/02 22:06

0824.2206