fun fact:
This game I'm trying to reverse engineer defines one thousand, one hundred, and fifteen v-tables!

second fun fact:
I'M ABOUT TO PULL OUT ALL MY HAIR

on the positive side, I think I've discovered built-in modding capability that's gone unnoticed for 13 years

I've moved on to ADVANCED reverse engineering techniques.

I emailed the company that made the game asking them for the specs/SDK for their engine.

oh sweet lord this code uses TEMPLATES.
like C++ reverse engineering isn't bad enough, now I have to deal with TEMPLATES?
vtables, templates, and a compiler that aggressively inlines.
this is SO MUCH FUN

OH GOODY they have a sentinel value in their vector implementation.
is it NULL?

nope. it's '#EOF'. as a pointer.
(void*)0x23454f46

This is safer than it sounds: The Wii's virtual addresses are in the 0x80000000 - 0xD3FFFFFF range, with 32 kb of registers up in 0xCD000000.

Nothing is ever mapped at 0x23000000.

I want to ask the developers so many things.
like why they're calling getBinaryData on a GuiAssetProvider (and providing a GuiResourceLock) to load a TEXT FILE.
I wonder if there's a way to get a zlib chunk to compress into a specific size. like a harmless way to pad it out? because otherwise I'm gonna have to figure out some more info about the format of these bundles, as any changes I make will make the file-regions change size.

turns out to be a non-issue. I modified the data to have more redundancy (overwrote one filename with another) and now it got bigger

what

it's mocking me. I swapped "classic" for "hawaii" and it got 2 bytes bigger.
so I tried "ny" instead. much shorter!
now the file is 6 bytes bigger.
boo. patching doesn't seem to work.
I'll have to understand the BundleManager system a lot better to figure out why that is, or if I am simply wrong. Anyways, I can always patch the files on the disc.
hot take: if "(int*)(this + 0x56990)" ever appears in the decompiled code, YOUR CLASS IS WAY TOO FUCKING BIG
ugh. I think I found an ad-hoc CRC function and a bloom filter. aka NOTHING THAT'S GONNA BE FUN TO REVERSE

and the CRC function matches the one from this CTF challenge.
what the heck. did someone put reverse engineering in my reverse engineering?

https://jctf.team/Mossad-Challenge-5779/

Mossad Challenge - 5779

Writeup for the 2019 Mossad challenge. Solved by Dvd848 YaakovCohen88.

JCTF.team
I changed one register during boot to enable debugging, and it crashed the game and then my emulator.
10 out of 10, would recommend again
hacking on big-endian code/data after so long on little-endian is weird.
why are the numbers in the right order? that's wrong. they're supposed to be all backwards!
wait does this really store chunk sizes as 24-bit integers in actual-size-minus-1 form?
I've got the decoded puzzles open in my text editor and IT ASKS TOO MANY QUESTIONS
found a clever thing they're doing. They have a virtualized filesystem, where multiple bundle files are mounted, and files are located in a reverse-added order. But they subclassed the bundle method so that instead of a filename, you can set up a bundle backed by a pointer+length.
why are they doing this?
because one of the bundles is statically compiled into the executable itself. They just do BundleManager::mountBundle(INTERNAL_BUNDLE_STRING,INTERNAL_BUNDLE_LENGTH);

wait why is there a method on the App class to parse commandline tokens.

this is a Wii game.
what command line?

AppWii::tickleDVD?

DO NOT TICKLE THE DVD

OH LOOK another case of magical sentinel pointers.
they just checked to see if a pointer was 0xBADBEEF.

LEARN TO USE NULLS

and I'm not even going to touch the virtual machine. it appears to be stack based, and it's very complicated.
also I did some more spelunking, and the getBinaryData method is literally only ever used to load text files.

I found where the engine lists all the file types, and they're specified with SUSPICIOUSLY win32 filter strings.

I wonder if they copy-pasted this out of some tool they used to build their files?

I kinda wonder if they generated this code out of some non-C++ language with a poor optimizer.

Everything has a vtable. Even classes where there's no subclasses, and there's only ever one object, because it's a big magical global singleton.

YOU DON'T NEED VIRTUAL FUNCTIONS WHEN THERE'S ONLY ONE OBJECT THAT NEVER CHANGES
also while I'm at it, when you call a function called "resolveName" that returns a pointer, you shouldn't have to check the result against both NULL and -1. Something went wrong if you think -1 is a valid pointer.

20 ::mbinary_search functions and no ::nonbinary_search. sad.

(hard mode: there's no templates here. they seriously wrote 20 variants on their binary-search algorithm)

okay yeah they DEFINITELY built this game on top of a cross-platform engine (their own, I believe).
I just found a function for getting the state of the mouse-wheel.

On a wii.

NOW LOOK, TECHNICALL YOU CAN PLUG A MOUSE INTO A WII, YES.

BUT WHY WOULD A GAME BOTHER TO SUPPORT IT?

@foone funi