No description
- C++ 100%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
| raw | ||
| src | ||
| state | ||
| .gitignore | ||
| names.toml | ||
| README.md | ||
TerrariaDecomp
Readable C++ for Terraria 1.09 (Xbox 360), function by function, each proven to behave like the original.
Private. This is derived from the game. It needs TerrariaRecomp next to it (../TerrariaRecomp), which builds it in and holds all the tooling. The workflow is described in TerrariaRecomp's docs/DECOMP.md.
Layout
| Path | What |
|---|---|
names.toml |
The registry: types and field layouts, function names and signatures, globals, status. TerrariaRecomp's tools/decomp/gen.py turns it into decomp/game.h and stubs. |
src/<Subsystem>/ |
Readable code. Functions are written against decomp/game.h and registered with DECOMP(...) / DECOMP_METHOD(...). |
raw/sub_ADDR.cpp |
Verified machine translations waiting for a readability pass. Each one is deleted once a readable version is accepted. |
include/ |
Hand-written helper headers. |
state/ |
Driver state: status.json, names.json, and every model attempt in attempts/. |
Rules
- Nothing gets in without passing the endianness and readability lints, building, and the fork-diff verifier in a scenario that reaches it.
- Readable code doesn't use raw addresses or
g_memory: every type, function and global goes throughnames.toml. - Names follow TerrariaOGC where the native code confirms them; otherwise they're neutral and commented.