mateusfavarin / psx-modding-toolchain Goto Github PK
View Code? Open in Web Editor NEWA set of tools to mod and reverse engineer PSX games.
License: GNU General Public License v3.0
A set of tools to mod and reverse engineer PSX games.
License: GNU General Public License v3.0
I'm unsure how reasonable this would be, but I was thinking if there could be a way to automatically determine the address to compile .c files for (based on user-defined memory ranges)?
Basically I have several smaller mods for a game, and compiling them each one by one works fine. However the issue comes when I want to combine multiple of them. Now if these mods don't share any of the same addresses for the .c files then it works fine, but it's a lot of work manually managing that. It means constantly checking the size of the output and seeing where in the exe there's enough of unused space to place that specific mod.
What I would propose would be in the buildlist
to be able to set the address to auto
and then somewhere else, like the config, you can specify available memory ranges which can be used. In my case this would consists of a lot of memory ranges in the exe where there are unused functions (mostly unused Psyq functions) which mods can freely overwrite. Then there'd be an option to build multiple mods at once where it'd make sure each mod uses a unique address from the range that fits the size of that mod.
So you know you you can type add
then the name of the mod you want to add and it will be included as part of the current mods compile process. Well when you use option for 4 to build the disc it doesnt get included in the final output at all despite being included in option 7. Also now I guess this partly on me but the info from fileList.txt also doesnt get included in the build process if the mod being added uses it.
:) hopefully Im not sounding greedy (but to be fair I do think this might be helping for other sort of projects). Basicly Im in a situation with MegaMan X6 where I need to compile a C file but I need to not be put into an existing file that are defined in the disc.json. Then I would load that code off the disc (witch I would include in the disc via fileList.txt). I had the idea of simply put NULL
(in caps) when specifying the section
in buildList.txt while still keeping the reset of the format the same. Let me know what you think .
As the title suggests I would like to request to allow you to specify custom compiler flags in the config.json
file. This would be useful in my project where I need the -fshort-enums
flag.
Im pretty confidence this was caused because of the new update. When ever I compile my code the redux.map produces and empty file. Non of the addresses of my functions or variables are in it
I generally dont need the standard library (with this situation being the one exception) but when ever I try to use a regular C function like abs or sprintf the address gets complete messed up and Im not even sure if the function is even being compiled at all . I thought the Tool was suppoused to just put the extrac lib functions in the first file in buildlist.txt
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