.SYM files inside PS1 exe?
Posted: December 14th, 2018, 11:48 am
I tried to make an account at 'AssemblerGames' to post this because it seemed more fitting of a place, but they either don't like my name or the mods don't check their stuff enough.
-
I've been reverse engineering an odd little PS1 title called 'Battle Hunter' for the past two years, and after figuring out the file formats I decided to take a crack at reversing the assembled code (Pre warning I'm not too familiar with the general terminology for these things, as I've learnt what I know as I go).
I noticed that the EXE is bigger than I expected, so I decided to load it up in a hex editor, only to find that there's a bunch of method names for the games code stored inside, for example 'HntSysFontInit(HNTFONTst)'. It also has a bunch of strings and what look like variable names. I wonder if this could be left over debugging information, or as I've heard a .SYM file. I've read in a few places that developers normally strip this information from the EXE, but as the game is from the 'SuperLite 1500' series, I'd be willing to bet they didn't bother.
Anyone heard of anything like this, and if so is it possible to split this data from the code? Would someone be willing to tell me how?
-
I've been reverse engineering an odd little PS1 title called 'Battle Hunter' for the past two years, and after figuring out the file formats I decided to take a crack at reversing the assembled code (Pre warning I'm not too familiar with the general terminology for these things, as I've learnt what I know as I go).
I noticed that the EXE is bigger than I expected, so I decided to load it up in a hex editor, only to find that there's a bunch of method names for the games code stored inside, for example 'HntSysFontInit(HNTFONTst)'. It also has a bunch of strings and what look like variable names. I wonder if this could be left over debugging information, or as I've heard a .SYM file. I've read in a few places that developers normally strip this information from the EXE, but as the game is from the 'SuperLite 1500' series, I'd be willing to bet they didn't bother.
Anyone heard of anything like this, and if so is it possible to split this data from the code? Would someone be willing to tell me how?