docs: note the symbol-injected Ghidra DB is built & ready (ghidra/project/SAND, 564k methods)
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@@ -157,7 +157,7 @@ All use UnityPy with an IL2CPP TypeTreeGenerator (`GameAssembly.dll` + `global-m
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- **`TASK.md`** — `.wbt` format cracked (BSON-verified) summary.
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- **`TASK.md`** — `.wbt` format cracked (BSON-verified) summary.
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- **`PRODUCTION_LINES.md`**, **`SALES_VALUE.md`**, **`WEAPON_DAMAGE.md`** — static-data location maps (track across updates).
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- **`PRODUCTION_LINES.md`**, **`SALES_VALUE.md`**, **`WEAPON_DAMAGE.md`** — static-data location maps (track across updates).
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- **`SCRAPE_RUNBOOK.md`** — read-only live-scrape steps for when a playtest is online.
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- **`SCRAPE_RUNBOOK.md`** — read-only live-scrape steps for when a playtest is online.
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- **`GHIDRA.md`** — headless Ghidra on `GameAssembly.dll`: **inject Il2CppDumper symbols, don't full-analyze** (`ghidra/scripts/apply_il2cpp_symbols.py`); targeted decompile/disasm; the `_JAVA_OPTIONS` heap gotcha.
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- **`GHIDRA.md`** — headless Ghidra on `GameAssembly.dll`: **inject Il2CppDumper symbols, don't full-analyze** (`ghidra/scripts/apply_il2cpp_symbols.py`); targeted decompile/disasm; the `_JAVA_OPTIONS` heap gotcha. **The named DB is already built at `ghidra/project/SAND`** (564k methods, git-ignored/local) — decompile any function on demand via `-process … -postScript decomp_targets.py`.
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- **`BUNDLES.md`** (repo root) — inventory of the 35 asset bundles.
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- **`BUNDLES.md`** (repo root) — inventory of the 35 asset bundles.
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Operator memory lives in `~/.claude/projects/-home-downloadpizza-sand-tools/memory/` (loaded each session).
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Operator memory lives in `~/.claude/projects/-home-downloadpizza-sand-tools/memory/` (loaded each session).
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@@ -3,6 +3,13 @@
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How to get a workable Ghidra database for the client, and the **big lesson**: for an IL2CPP binary
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How to get a workable Ghidra database for the client, and the **big lesson**: for an IL2CPP binary
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you **inject the symbol table from Il2CppDumper** — you do *not* sit through full auto-analysis.
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you **inject the symbol table from Il2CppDumper** — you do *not* sit through full auto-analysis.
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> **CURRENT STATE (2026-06-16): the DB is already built and ready** at `ghidra/project/SAND`
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> (~945 MB, **564,713 methods named**, 294,174 function boundaries, 32,958 string labels; symbol-inject,
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> no auto-analysis). `ghidra/` is git-ignored so it's local/machine-specific — if it's missing, rebuild
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> with the import command below (~17 min). Decompile any target right now via the `-process` command in
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> "After the DB exists". (First real use: confirmed the master-server WS has **no cert pinning** — see
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> `docs/MASTER_SERVER.md` / TLS notes.)
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## Inputs (all already on disk)
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## Inputs (all already on disk)
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- Binary: `/mnt/d/SteamLibrary/steamapps/common/Sand Playtest/GameAssembly.dll` (~137 MB).
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- Binary: `/mnt/d/SteamLibrary/steamapps/common/Sand Playtest/GameAssembly.dll` (~137 MB).
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- **Il2CppDumper ("yoten")**: `/mnt/c/Users/downloadpizza/Downloads/yoten/` — produces, for the
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- **Il2CppDumper ("yoten")**: `/mnt/c/Users/downloadpizza/Downloads/yoten/` — produces, for the
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