# binana This repository hosts some work related to studying the original game binaries. You can use the information here to get a headstart when working on the [Whoa project](https://github.com/whoahq/whoa). - [Header files](#header-files) - [Symbol files](#symbol-files) - [Debugging files](#debugging-files) - [Ghidra](#ghidra) * [Importing C headers](#importing-c-headers) * [Importing symbols](#importing-symbols) - [IDA](#ida) * [Importing C headers](#importing-c-headers-1) - [x64dbg](#x64dbg) * [Importing database](#importing-database) * [Importing types](#importing-types) # Header files To make looking at the binary easier, C header files to match the original executable's memory layout are provided. They aim to be lightweight and self-contained, so that many tools can make use of them. # Symbol files Symbol files are text files that map addresses to functions and variables/data labels. The format is based on the one used in the stock Ghidra script `ImportSymbolsScript.py`: ``` DataLabel 00DDAA77AA l FunctionName 00CC00DDEE f ``` To improve the call stack view in x64dbg, you should append an `end` field to every function, with the address where this function ends and another begins (i.e. after the last instruction of the function): ``` FunctionName 00CC00DDEE f end=00CC00DDFF ``` In this repo, `script/compile-symbols` is used to concatenate our organized symbol files into one big file (`/symbol/main.sym`). To refresh the gigantic `main.sym` file after changing one of the source symbol files: ```bash script/compile-symbols ``` Or just ``` make ``` # Debugging files The best way to know what a particular routine does is to use a debugger. With our [x64dbg](https://x64dbg.com/) files, you can easily navigate to various functions, read the call stack, play with variables, and explore data structures. These files are autogenerated from the C header and symbol files, using our `binana` tool written in Go. You can install it like so: ```bash make dependencies ``` To regenerate: ```bash make ``` # Ghidra ## Importing C headers To import the main header file into your Ghidra project, 1. go to `File` 🡒 `Parse C Source...`. 2. Select `clib.prf` as your parse configuration, and clear all source files and input paths. 3. Add the header `/include/main.h` to the `Source files to parse` combo box. 4. Add the path to `/include` to the `Include paths` combo box. 5. press `Parse to Program`. If all goes well, Data Type Manager will now contain the data structures from the headers. ## Importing symbols To import the symbol file into your Ghidra project, 1. go to `Window` 🡒 `Script Manager` 2. In the table view, lookup `ImportSymbolsScript.py` 3. Run the script 4. Enter the path to `/symbol/main.sym` # IDA ## Importing C headers To import the main header file into your IDA database, 1. Go to `Options` 🡒 `Compiler` 2. In `Include directories`, add the path to `/ida/include` and press `OK` 3. Go to `File` 🡒 `Load file` 🡒 `Parse C Header file` 4. Enter the path to `/include/main.h` ## Importing symbols To use the IDC script, 1. Go to `File` 🡒 `Script file...` 2. Navigate to `/ida/import.idc` # x64dbg For ease of debugging, we provide x64dbg databases (generated by the Go tool from symbol maps), as well as x64dbg type information (generated by the same Go tool from the C headers). ## Importing database To load the database information into x64dbg: 1. Open x96dbg.exe or x32dbg.exe directly 2. Load your game binary 3. Go to `File` 🡒 `Database` 🡒 `Import database` 4. Navigate to `/x32dbg/game.dd32`. ## Importing types To load the type information JSON file: 1. Open the binary in x32dbg.exe 2. in the console, type: `LoadTypes \\x32dbg\types.json`