Need help from experienced PSX developer / reverse-engineer
Posted: December 15th, 2022, 11:59 pm
Hello PSX offtopic,
I am trying to understand how the OP of this video managed to get the debug functions to work.
Quake 2 came with main.sym symbol table.
From what I understand, .sym files contains some function names, var names etc and OP was able to link the debug functions of main.sym to the games executable SLUS_007.57. Quake 2's main.sym does come with some useful debug functions.
OP did attach their modified files to the video but I can't see why they made the changes that they did. What's the connection? Are they just changing the address of an existing function in SLUS_007.57 to one in the main.sym? How is that done exactly?
Could someone with experience, briefly (or preferably, step-by-step) explain this process? Maybe in a video or with screenshots? Or maybe link to an existing resource on this topic? I looked around but did not find a detailed explanation.
I would like to do the same thing for the PAL version of Quake 2.
Thanks in advance.
I am trying to understand how the OP of this video managed to get the debug functions to work.
Quake 2 came with main.sym symbol table.
From what I understand, .sym files contains some function names, var names etc and OP was able to link the debug functions of main.sym to the games executable SLUS_007.57. Quake 2's main.sym does come with some useful debug functions.
OP did attach their modified files to the video but I can't see why they made the changes that they did. What's the connection? Are they just changing the address of an existing function in SLUS_007.57 to one in the main.sym? How is that done exactly?
Could someone with experience, briefly (or preferably, step-by-step) explain this process? Maybe in a video or with screenshots? Or maybe link to an existing resource on this topic? I looked around but did not find a detailed explanation.
I would like to do the same thing for the PAL version of Quake 2.
Thanks in advance.