diff --git a/LICENSE.md b/LICENSE.md
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--- /dev/null
+++ b/LICENSE.md
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+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
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+ Preamble
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+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/README.md b/README.md
index 4434e5a..70b531c 100644
--- a/README.md
+++ b/README.md
@@ -10,7 +10,7 @@ Project Solana is a launcher and a set of static recompilations. Each game's cod
1. Download `Project Solana.exe` from the [latest launcher release](../../releases) and put it in a folder of its own (it keeps its files next to itself).
2. Run it and add your disc image: **Add disc image**, **Scan a folder**, or drag an `.iso` onto the window.
-3. Select the game and press **Build**. The first build downloads about 95 MB (Python and the zig compiler, then the game's build kit) and builds the game from your disc: 10 to 30 minutes depending on your CPU. It only happens once per game version.
+3. Select the game and press **Build**. The first build downloads about 95 MB (Python and the zig compiler, then the game's build kit) and builds the game from your disc: about 15 minutes on a recent 6 to 8 core CPU, an hour or more on an older 4 core one. It only happens once per game version.
4. Press **Play**.
### Supported games
@@ -24,9 +24,10 @@ Project Solana is a launcher and a set of static recompilations. Each game's cod
### Requirements
- Windows 10 or 11, 64-bit
-- A GPU with OpenGL 3.3 (Upscaled at 3 to 4x wants a GTX 1060 class card or better)
+- A CPU with SSE4.2 (Intel since 2008, AMD since 2011) and 8 GB of RAM
+- A GPU with OpenGL 3.3 (tested: RTX 3060, Upscaled at 3x)
- A controller: Xbox, DualShock 4 or DualSense, over USB or Bluetooth
-- About 2 GB free while building, 300 MB after
+- About 2.5 GB free while building, 600 MB after (the game plus the build tools, kept for rebuilds)
### Settings
diff --git a/games/rac1/build.py b/games/rac1/build.py
index 3128109..5c86ff0 100644
--- a/games/rac1/build.py
+++ b/games/rac1/build.py
@@ -239,7 +239,14 @@ else:
r = subprocess.run(link, capture_output=True, text=True)
if r.returncode:
print(r.stderr[-6000:]); sys.exit("link failed (dll)")
- exe = os.path.join(out, "rac1_wrapper.exe")
+ # the function names for crash reports (the .pdb is deleted after a launcher build)
+ try:
+ sys.path.insert(0, os.path.join(HERE, "tools"))
+ import pdb_syms
+ print("symbols:", pdb_syms.write_sym(dll, os.path.join(out, "rac1_game.pdb"), os.path.join(out, "rac1_game.sym")))
+ except Exception as e:
+ print("no symbol map (%s): crash reports will show offsets only" % e)
+ exe =os.path.join(out, "rac1_wrapper.exe")
L = os.path.join(HERE, "launcher")
link = zig + ["cc", "-target", target, "-O2", "-nostdlib", "-o", exe, os.path.join(L, "launcher_win32.c"),
os.path.join(L, "ps2ram_win32.c"), "-lkernel32", "-luser32",
diff --git a/games/rac1/dev/crash_lookup.py b/games/rac1/dev/crash_lookup.py
new file mode 100644
index 0000000..4150e8a
--- /dev/null
+++ b/games/rac1/dev/crash_lookup.py
@@ -0,0 +1,75 @@
+#!/usr/bin/env python3
+"""crash_lookup.py: names the function at a crash offset in rac1_game.dll.
+
+Builds from kit 2026.10.14 on name crashes in rac1_log.txt themselves (rac1_game.sym);
+this is for older builds, or offsets from elsewhere.
+
+usage: python crash_lookup.py rac1_game.dll rac1_game.pdb 0x0c4f6807 [more offsets]
+
+The offset is the "Fault offset" of a Windows Application Error event (or a crash
+address minus the DLL's base). The .pdb must come from the same build as the .dll:
+the launcher deletes it after building, so rebuild by hand to keep it (see below).
+A player's crash can be looked up with your own build as long as both were built
+from the same kit version: the build is reproducible.
+
+To keep the .pdb, run the build yourself from the game's folder (games\\rac1):
+ ..\\..\\toolchain\\python\\python.exe -u build.py --platform windows --iso "C:\\path\\disc.iso" --repo decomp --levels 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18
+with ..\\..\\toolchain\\zig on PATH. It reads only the PDB's public symbols."""
+import bisect, struct, sys
+
+
+def sections(dll):
+ d = open(dll, "rb").read(4096)
+ pe = struct.unpack_from("Type == MEM_IMAGE && GetModuleFileNameA((HMODULE)mi->AllocationBase, who, sizeof who)) {}
+ uya_log("cannot map PS2 memory 0x%08X+0x%X: 0x%08X is in use by %s", addr, size, at, who);
+ snprintf(msg, sizeof msg, "The game needs the memory at 0x%08X for the PS2, but it is in use by:\n\n%s\n\n"
+ "If this is a program injected into games (an overlay, recorder or RGB tool), close it or exclude "
+ "rac1_wrapper.exe from it, then try again.", at, who);
+ MessageBoxA(0, msg, "Project Solana", MB_ICONERROR);
+ return -1;
+}
+
int plat_map_fixed(uint32_t addr, uint32_t size, int exec)
{
DWORD prot = exec ? PAGE_EXECUTE_READWRITE : PAGE_READWRITE;
- void *p = VirtualAlloc((void *)(uintptr_t)addr, size, MEM_RESERVE | MEM_COMMIT, prot);
- if (p == (void *)(uintptr_t)addr) return 0;
- /* already there? (PS2 RAM comes from the launcher's image section) */
- MEMORY_BASIC_INFORMATION mi;
- uint32_t a = addr;
- while (a < addr + size) {
- if (!VirtualQuery((void *)(uintptr_t)a, &mi, sizeof mi) || mi.State != MEM_COMMIT) {
- uya_log("cannot map 0x%08X+0x%X (0x%08X is in use)", addr, size, a);
+ static int said;
+ if (!said++) { /* (normally 0x40000000; elsewhere when Windows relocated it) */
+ MEMORY_BASIC_INFORMATION me;
+ if (VirtualQuery((void *)plat_map_fixed, &me, sizeof me)) uya_log("rac1_game.dll loaded at %p", me.AllocationBase);
+ if ((uintptr_t)me.AllocationBase < 0x40000000u) { /* (rac1_wrapper.exe keeps it above: see launcher_win32.c) */
+ char msg[512];
+ snprintf(msg, sizeof msg, "rac1_game.dll was loaded at 0x%08X, but the game needs it at 0x40000000 or above "
+ "(lower addresses belong to the PS2). Please report this, with rac1_log.txt.", (unsigned)(uintptr_t)me.AllocationBase);
+ uya_log("%s", msg);
+ MessageBoxA(0, msg, "Project Solana", MB_ICONERROR);
return -1;
}
+ }
+ MEMORY_BASIC_INFORMATION mi;
+ void *p = 0;
+ if (VirtualQuery((void *)(uintptr_t)addr, &mi, sizeof mi)) {
+ if (mi.State == MEM_RESERVE && mi.AllocationBase == (void *)(uintptr_t)addr && mi.RegionSize >= size)
+ p = VirtualAlloc((void *)(uintptr_t)addr, size, MEM_COMMIT, prot); /* rac1_wrapper.exe reserved it before loading this DLL */
+ else if (mi.State == MEM_FREE)
+ p = VirtualAlloc((void *)(uintptr_t)addr, size, MEM_RESERVE | MEM_COMMIT, prot);
+ }
+ if (p == (void *)(uintptr_t)addr) return 0;
+ /* already there: only PS2 RAM, which is the wrapper's own image section (.ps2ram) */
+ HMODULE self = GetModuleHandleA(0);
+ uint32_t a = addr;
+ while (a < addr + size) {
+ if (!VirtualQuery((void *)(uintptr_t)a, &mi, sizeof mi)) return map_conflict(addr, size, a, 0);
+ if (mi.State != MEM_COMMIT || mi.AllocationBase != (void *)self) return map_conflict(addr, size, a, &mi);
DWORD old;
VirtualProtect(mi.BaseAddress, mi.RegionSize, prot, &old);
a = (uint32_t)(uintptr_t)mi.BaseAddress + (uint32_t)mi.RegionSize;
@@ -60,6 +92,38 @@ void plat_at_exit(void)
}
}
+/* the function at rva in rac1_game.sym (written by build.py: "RVA name" per line, sorted),
+ * read with Win32 calls only: the C library may be what crashed */
+static int sym_lookup(uint32_t rva, char *name, int cap, uint32_t *start)
+{
+ char p[MAX_PATH + 32];
+ DWORD n = GetModuleFileNameA(0, p, MAX_PATH);
+ while (n && p[n - 1] != '\\') n--;
+ lstrcpyA(p + n, "rac1_game.sym");
+ HANDLE f = CreateFileA(p, GENERIC_READ, FILE_SHARE_READ, 0, OPEN_EXISTING, 0, 0);
+ if (f == INVALID_HANDLE_VALUE) return 0;
+ DWORD sz = GetFileSize(f, 0), got = 0;
+ char *b = sz && sz < (64u << 20) ? VirtualAlloc(0, sz + 1, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE) : 0;
+ int ok = b && ReadFile(f, b, sz, &got, 0) && got == sz;
+ CloseHandle(f);
+ if (!ok) { if (b) VirtualFree(b, 0, MEM_RELEASE); return 0; }
+ b[sz] = '\n';
+ const char *best = 0; uint32_t ba = 0;
+ for (char *q = b; q < b + sz;) {
+ uint32_t a = 0; char *s = q;
+ for (; s < q + 8; s++) a = a * 16 + (uint32_t)(*s <= '9' ? *s - '0' : (*s | 32) - 'a' + 10);
+ if (a > rva) break;
+ best = s + 1; ba = a;
+ while (*q != '\n') q++;
+ q++;
+ }
+ int k = 0;
+ if (best) for (; best[k] != '\n' && best[k] != '\r' && k < cap - 1; k++) name[k] = best[k];
+ name[k] = 0; *start = ba;
+ VirtualFree(b, 0, MEM_RELEASE);
+ return k > 0;
+}
+
static LONG CALLBACK on_exception(EXCEPTION_POINTERS *ep)
{
EXCEPTION_RECORD *er = ep->ExceptionRecord;
@@ -72,8 +136,32 @@ static LONG CALLBACK on_exception(EXCEPTION_POINTERS *ep)
c->Eip = ret; c->Esp += 4;
return EXCEPTION_CONTINUE_EXECUTION;
}
- uya_log("crash: exception 0x%08lX at 0x%08X, fault address 0x%08lX", er->ExceptionCode, at,
- er->NumberParameters > 1 ? (unsigned long)er->ExceptionInformation[1] : 0ul);
+ static volatile LONG in_crash;
+ if (InterlockedExchange(&in_crash, 1)) ExitProcess(1); /* (a crash while reporting one) */
+ { /* where: module+offset, the form crash_lookup.py and Windows' event log use */
+ char mod[MAX_PATH] = "?"; MEMORY_BASIC_INFORMATION mi;
+ uintptr_t base = 0;
+ if (VirtualQuery(er->ExceptionAddress, &mi, sizeof mi) && mi.Type == MEM_IMAGE) {
+ base = (uintptr_t)mi.AllocationBase;
+ if (GetModuleFileNameA((HMODULE)base, mod, sizeof mod)) { char *s = strrchr(mod, '\\'); if (s) memmove(mod, s + 1, strlen(s)); }
+ }
+ uint32_t off = (uint32_t)((uintptr_t)er->ExceptionAddress - base);
+ uya_log("crash: exception 0x%08lX at 0x%08X (%s+0x%X), fault address 0x%08lX", er->ExceptionCode, at, base ? mod : "no module",
+ off, er->NumberParameters > 1 ? (unsigned long)er->ExceptionInformation[1] : 0ul);
+ char fn[256]; uint32_t fs;
+ MEMORY_BASIC_INFORMATION me; /* (this DLL: is the crash in it?) */
+ if (base && VirtualQuery((void *)sym_lookup, &me, sizeof me) && me.AllocationBase == (void *)base && sym_lookup(off, fn, sizeof fn, &fs))
+ uya_log("crash: in %s+0x%X", fn, off - fs);
+ /* the return addresses on the stack, named: the call chain */
+ const uint32_t *sp = (const uint32_t *)(uintptr_t)c->Esp;
+ for (int i = 0, shown = 0; i < 256 && shown < 12 && !IsBadReadPtr(sp + i, 4); i++) {
+ uintptr_t v = sp[i];
+ if (base && v > base && v < base + 0x10000000 && VirtualQuery((void *)v, &me, sizeof me) && me.AllocationBase == (void *)base &&
+ (me.Protect & 0xF0) && sym_lookup((uint32_t)(v - base), fn, sizeof fn, &fs)) {
+ uya_log("crash: called from %s+0x%X", fn, (uint32_t)(v - base) - fs); shown++;
+ }
+ }
+ }
uya_log("crash: thread %lu, eax %08lX ecx %08lX edx %08lX ebx %08lX esi %08lX edi %08lX esp %08lX ebp %08lX",
GetCurrentThreadId(), c->Eax, c->Ecx, c->Edx, c->Ebx, c->Esi, c->Edi, c->Esp, c->Ebp);
{ /* the stack: return addresses near its top, then the frame chain */
diff --git a/games/rac1/launcher/launcher_win32.c b/games/rac1/launcher/launcher_win32.c
index 0d10bfa..3e2dc65 100644
--- a/games/rac1/launcher/launcher_win32.c
+++ b/games/rac1/launcher/launcher_win32.c
@@ -25,6 +25,8 @@ __declspec(dllimport) int __stdcall DeleteFileA(const char *);
__declspec(dllimport) int __stdcall MoveFileExA(const char *, const char *, unsigned);
__declspec(dllimport) void *__stdcall VirtualAlloc(void *, unsigned long, unsigned, unsigned);
__declspec(dllimport) int __stdcall VirtualFree(void *, unsigned long, unsigned);
+typedef struct { void *base, *alloc_base; unsigned alloc_prot; unsigned long size; unsigned state, prot, type; } mbi_t;
+__declspec(dllimport) unsigned long __stdcall VirtualQuery(const void *, mbi_t *, unsigned long);
__declspec(dllimport) unsigned __stdcall GetModuleFileNameA(HMODULE, char *, unsigned);
#define INVALID ((HANDLE)(long)-1)
@@ -48,7 +50,7 @@ static void path(char *out, const char *dir, const char *name, int i)
static void fail(const char *m) { MessageBoxA(0, m, "RAC1", 0x10); ExitProcess(1); }
/* rac1_game.dll from its parts, when a manifest says they are there */
-static void join_parts(void)
+static __attribute__((noinline)) void join_parts(void)
{
char dir[600], man[700], tmp[700], dll[700], nm[700];
unsigned dl = GetModuleFileNameA(0, dir, 520);
@@ -93,10 +95,36 @@ static void join_parts(void)
void __stdcall launcher_start(void)
{
+ /* The PS2's fixed addresses beyond RAM (EE registers, VU memory, GS registers, scratchpad),
+ * reserved before rac1_game.dll loads: if Windows relocates the DLL (Mandatory ASLR, or its
+ * address taken), it must not land on them. The runtime commits them (plat_map_fixed). */
+ VirtualAlloc((void *)0x10000000, 0x10000, 0x2000 /* MEM_RESERVE */, 1 /* PAGE_NOACCESS */);
+ VirtualAlloc((void *)0x11000000, 0x10000, 0x2000, 1);
+ VirtualAlloc((void *)0x12000000, 0x2000, 0x2000, 1);
+ VirtualAlloc((void *)0x70000000, 0x4000, 0x2000, 1);
join_parts();
+ /* The runtime takes addresses below 0x40000000 for PS2 ones (RAM, its uncached mirrors at
+ * 0x20000000-0x3FFFFFFF, the registers), so the DLL must load at or above 0x40000000 (its own
+ * base, unless something holds it or Windows forces relocation). While it loads, every free
+ * range below that is reserved, then released: Windows can only place it higher. */
+ void *held[64]; unsigned nheld = 0;
+ for (unsigned a = 0x00010000; a < 0x40000000 && nheld < 64;) {
+ mbi_t m;
+ if (!VirtualQuery((void *)a, &m, sizeof m)) break;
+ unsigned end = (unsigned)m.base + (unsigned)m.size;
+ if (end <= a) break;
+ if (m.state == 0x10000 /* MEM_FREE */) {
+ unsigned lo = (a + 0xFFFF) & ~0xFFFFu, hi = end > 0x40000000 ? 0x40000000 : end;
+ void *r = lo < hi ? VirtualAlloc((void *)lo, hi - lo, 0x2000, 1) : 0;
+ if (r) held[nheld++] = r;
+ }
+ a = end;
+ }
HMODULE h = LoadLibraryA("rac1_game.dll");
+ while (nheld) VirtualFree(held[--nheld], 0, 0x8000 /* MEM_RELEASE */);
if (!h) {
- MessageBoxA(0, "rac1_game.dll was not found next to rac1_wrapper.exe.", "UYA Wrapper", 0x10);
+ MessageBoxA(0, "rac1_game.dll could not be loaded. It should be next to rac1_wrapper.exe; if it is, "
+ "Windows found no room for it above address 0x40000000.", "Project Solana", 0x10);
ExitProcess(1);
}
uya_main_fn f = (uya_main_fn)GetProcAddress(h, "uya_main_win32");
diff --git a/games/rac1/tools/pdb_syms.py b/games/rac1/tools/pdb_syms.py
new file mode 100644
index 0000000..003b0c7
--- /dev/null
+++ b/games/rac1/tools/pdb_syms.py
@@ -0,0 +1,60 @@
+"""pdb_syms.py: the public symbols of a Windows DLL, from its .pdb (no other tools needed).
+
+build.py writes rac1_game.sym with it after linking: one line per function, "RVA name"
+in hex, sorted. The launcher deletes the .pdb (hundreds of MB) but keeps the .sym, and
+the crash handler names the function a crash is in from it (in rac1_log.txt)."""
+import struct
+
+
+def sections(dll):
+ """(name, virtual size, RVA) of each section of a PE file"""
+ with open(dll, "rb") as fh: d = fh.read(4096)
+ pe = struct.unpack_from("