Sly 1:Executable: Difference between revisions
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{{Infobox file
|name=SCUS_971.98
'''SCUS_971.98''' is the [[executable]] for {{Sly 1}}. It is a PS2 [[Wikipedia:ELF|ELF]] compiled for the [[Wikipedia:Emotion Engine|Emotion Engine]] processor. The compiler is GCC v2.9-ee-991111b.▼
|type=MIPS r5900 ELF
}}
▲'''SCUS_971.98''' is the [[executable]] for {{Sly 1}}. It is
== Libraries ==
{{Hatnote|This section contains educated guesses based on available information and context clues, and may be inaccurate or incomplete.}}
===
These
* '''sio2man.irx''' – Manager Interface for joypads, multitaps and memory cards<ref name=":0">[https://www.retroreversing.com/irx-ps2 IRX Files for Playstation 2] - Retro Reversing, 29 March 2021</ref>
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=== 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 2400''' – [[Wikipedia:PlayStation 2 technical specifications#Graphics%20processing%20unit|Graphics
* '''libdma 2400''' –
* '''libcdvd 2420''' – CD/DVD library
* '''libpad 2410''' – DualShock gamepad library
* '''libipu 2400''' – Image data Processor (IPU) library<ref name=":1" />
== Initialization and main loop ==
=== _start ===
The entry point for the executable is <code>_start</code>, which is provided by the PS2 SDK's <code>crt0.s</code>. It sets up the main thread, initializes the main thread's heap, and calls <code>main</code>.
===
The <code>main</code>
==== __main ====
<code>main</code> 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 ====
<code>Startup</code> begins by calling <code>SetPhase</code>, setting <code>g_phase</code> to <code>PHASE::Startup</code>. It then iterates over an array of function pointers, called <code>StartupSampler</code>, 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 ===
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* First, check if <code>g_mpeg</code> has an [[MPEG]] queued to be played. If so:
** <code>FlushFrames(1)</code> – Call some graphics functions and swap the graphics synthesizer buffers
** <code>
* Check if <code>g_transition</code> has a pending transition (i.e. <code>m_fPending != 0</code>). If so:
** <code>FlushFrames(1)</code>
** Call a function that calls <code>CMpeg::Execute</code> on the <code>g_transition</code> instance.
* Check '''again''' if <code>g_mpeg</code> has an MPEG queued to be played (this happens if two MPEGs were queued to play back-to-back). If so:
** <code>FlushFrames(1)</code>
** <code>
* <code>UpdateJoy(&g_joy)</code> –
* <code>UpdateCodes()</code> –
* Call an unknown function that handles saving the game.
* <code>UpdateUi(&g_ui)</code> – Update the state of
* <code>UpdateGameState(g_clock.dt)</code> – Update the running timers on the [[Sly 1:GS|game state]] structs
* <code>if (g_psw !=
** <code>SetupCm(g_pcm)</code> –
** <code>OpenFrame()</code> – Prepare to render the next frame
** <code>MarkClockTick(&g_clock)</code> – Update the global [[Sly 1:Clock|clock]] values
** Grab a particular function pointer from the <code>g_psw</code> struct and execute it if it is not NULL.
** <code>RenderSw(g_psw, g_pcm)</code> – Render
** <code>RenderUi()</code> – Render the
** <code>DrawSw(g_psw, g_pcm)</code> – Draw the
** <code>DrawUi()</code> – Draw the
** <code>CloseFrame()</code> – Finish rendering the frame
*
This
==Build strings==
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<code>g_achzBuildUser</code>
<pre>jojo</pre>
<code>g_achzBuildDateLong</code>
<pre>08/24/02 22:06</pre>
<code>g_achzBuildDateShort</code>
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== References ==
<references />
{{Navbox Sly 1}}
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