Sly 1:Executable

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GameSly Cooper and the Thievius Raccoonus
TypeMIPS r5900 ELF

SCUS_971.98 is the executable for Sly Cooper and the Thievius Raccoonus. It is an ELF binary compiled for the PS2’s Emotion Engine processor. The compiler is ee-gcc v2.9-ee-991111b.[1]


IOP modules

These modules are included on the disc alongside the game executable, and are loaded on the IOP core.

  • sio2man.irx – Manager Interface for joypads, multitaps and memory cards[2]
  • padman.irx – Gamepad manager[2]
  • mcman.irx – Memory card manager[2]
  • mcserv.irx – Memory card server[2]
  • libsd.irx – Sound library[2]
  • 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 provided as a part of gcc directly.

  • libgcc – GCC internal runtime library
  • libgcc2 - GCC internal runtime library (provides C++ ABI routines and other misc. runtime functions)
  • newlib – Embedded C standard library implementation
  • 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 2400Graphics Synthesizer library[3]
  • libdma  2400 – Direct Memory Access (DMA) library
  • libcdvd 2420 – CD/DVD library
  • libpad  2410 – DualShock gamepad library
  • libipu  2400 – Image data Processor (IPU) library[3]

Initialization and main loop


The entry point for the executable is _start, which is provided by the PS2 SDK's crt0.s. It sets up the main thread, initializes the main thread's heap, and calls main.


The main function takes two parameters, int cphzArgs (the number of arguments) and char** apchzArgs (an array of arguments), which it stores as the the global variables g_cphzArgs and g_apchzArgs respectively. It calls __main and Startup to initialize the game engine, then begins the main loop.


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


Startup begins by calling SetPhase, setting g_phase to PHASE::Startup. It then iterates over an array of function pointers, called StartupSampler, and calls each one. The startup sampler includes the startup functions for many game subsystems, such as DMA, Thread, Codes, Screen, and Clock, and more.

Game loop

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

  • First, check if g_mpeg has an MPEG queued to be played. If so:
    • FlushFrames(1) – Call some graphics functions and swap the graphics synthesizer buffers
    • g_transition::Execute() – Execute the MPEG on the global CTransition instance
  • Check if g_transition has a pending transition (i.e. m_fPending != 0). If so:
    • FlushFrames(1)
    • Call a function that calls CMpeg::Execute on the g_transition instance.
  • Check again if g_mpeg has an MPEG queued to be played (this happens if two MPEGs were queued to play back-to-back). If so:
    • FlushFrames(1)
    • g_transition::Execute()
  • UpdateJoy(&g_joy) – Handles controller input
  • UpdateCodes() – Watche for cheat code inputs
  • Call an unknown function that handles saving the game.
  • UpdateUi(&g_ui) – Update the state of the GUI
  • UpdateGameState(g_clock.dt) – Update the running timers on the game state structs
  • if (g_psw != NULLPTR) – If g_psw is has been initialized..
    • SetupCm(g_pcm) – Set up some camera values to render the next frame
    • OpenFrame() – Prepare to render the next frame
    • MarkClockTick(&g_clock) – Update the global clock values
    • Grab a particular function pointer from the g_psw struct and execute it if it is not NULL. The function's purpose is unknown but it takes g_clock.dt as an argument, so it's probably an Update function.
    • RenderSw(g_psw, g_pcm) – Render game objects from the given camera perspective
    • RenderUi() – Render the UI blots on the current frame
    • DrawSw(g_psw, g_pcm) – Draw the game objects from the given camera perspective
    • DrawUi() – Draw the UI elements on the frame
    • CloseFrame() – Finish rendering the frame
  • Increment the global frame counter, g_cframe.

This routine continues in an infinite loop unless Exit 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.




08/24/02 22:06




  1. Based on strings found in the May 2002 demo build
  2. 2.0 2.1 2.2 2.3 2.4 IRX Files for Playstation 2 - Retro Reversing, 29 March 2021
  3. 3.0 3.1 Static Libraries (.A) for Playstation 2 Emotion Engine - Retro Reversing, 9 July 2022