Homebrew almost always ships the ELF it was built from alongside the EBOOT -
app.elf next to app.prx - but prxgen strips the symbol table on the way to the
PRX, so the module PPSSPP loads has no names at all and MIPSAnalyst calls every
function it finds z_un_<address>. Working out what any of them are meant hand-
parsing that ELF with a throwaway script, which is how the CrossCraft
relocation bug got identified.
So read it directly. On module load, scan the game's own directory for an ELF
with a symbol table and add its STT_FUNC/STT_OBJECT entries at the module's
base. CrossCraft picks up 3734 symbols, and the disassembly turns from
z_un_088c00f0 into world.init_empty, with static_allocator.alloc at the vtable
entry it calls - the two functions that took the longest to identify by hand.
Matching is the part worth getting right, since a wrong match puts confident
nonsense at real addresses, which beats having no names only in the sense that
it's worse. A candidate has to be a 32-bit ELF with a symbol table whose
highest section ends within a page of the loaded module's size - the companion
links at base 0 and covers the same image, so that's a tight check, and
unrelated ELFs sitting in the same folder fail it. Symbols outside the module
are skipped individually too.
Names go in with updateName, so they win over the analyzer's placeholders
rather than losing to whichever got there first. Gated on the existing
bAutoSaveLoadSymbols setting (off by default), which already means "keep symbol
names around for me" and avoids a directory scan per module load otherwise.
pspautotests 314/314.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
ElfReader read the first loadable segment's p_align into firstSegAlign but only
ever used it to round down textStart for symbol bookkeeping - the allocation
itself used the block allocator's default grain. A module whose relocations are
only valid at a more strictly aligned base therefore got loaded somewhere it
couldn't work, and the symptom is addresses off by a multiple of 64KB rather
than an outright failure.
CrossCraft Classic (Zig) declares p_align 0x10000 and hits exactly that. It
declares it deliberately: a stage of Zig's PSP pipeline emits mispaired
HI16/LO16 relocations, and a 64KB-aligned base makes that harmless - with no
low bits in the base no carry is ever needed, so which of a symbol's LO16
entries a HI16 was paired with stops affecting the result. PPSSPP put it at
0x08804000 instead, where the carry does matter: 46 of its addresses came out
64KB low, and it jumped through a bogus vtable a few seconds in. It now loads
at 0x08810000 and all 8405 lui/addiu pairs resolve correctly.
Worth being clear that the relocation code was never wrong here - it matches
what the hardware does, pairing a run of HI16 with the next non-HI16 entry and
applying the carry. Only the load address differed.
The two AllocAt paths can't move the module, since the caller picked the
address, so they just report a misaligned one instead.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Motorstorm: Arctic Edge US uses these pairs for some VFPU loads.
Without relocating these, strange shadows show underneath vehicles.
It appears as if actual firmware pairs with any non-HI16 relocation.