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more readme stuff
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@@ -14,6 +14,9 @@ with other decompilation tools like [objdiff](https://github.com/encounter/objdi
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Much like the original GC/Wii decomp toolkit, jeff aims to automate as much of the decompilation setup process as possible,
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allowing developers to spend less time configuring a project and more time focusing on what matters most in a decomp: matching code.
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I had made jeff with the goal of starting up a [decomp for Dance Central 3](https://github.com/rjkiv/dc3-decomp),
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but realized the potential jeff has to work with several other Xbox 360 games, and thus, tried to add support for that to the best of my ability.
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**DISCLAIMER**: Although I genuinely tried my best to get jeff working with the pool of xexes I had to test with,
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**I make absolutely zero guarantees that this will work out of the box with every last Xbox 360 game! Expect bugs!**
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@@ -36,6 +39,10 @@ This is NOT meant to be run on its own, but rather part of a build system, such
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There are multiple different kinds of jump table versions that MSVC likes to use, and the code that detects them is rather hacky.
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The code checks for a specific sequence of known instructions and infers the jump table type from there.
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This can result in some jump tables being "guessed" or missed during function detection.
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- When parsing .map files, the last split of a section will not get added.
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This is because during development, I found that the last split would sometimes conflict with the inferred boundaries of nearby objects/symbols, which would cause errors.
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So, if you are using jeff and your game has a map, you will have to remember to manually add the last split of each of your exe's sections.
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- Parsing/applying .pdb files is not currently supported.
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- Because this was forked from encounter's GC/Wii toolkit, there is naturally still a lot of loose GC/Wii tailored code in this codebase that needs removing/refactoring.
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## Want to contribute?
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