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Forums > C64 Coding > Ghidra with illegal opcodes
2024-05-13 18:39
Grue

Registered: Dec 2001
Posts: 153
Ghidra with illegal opcodes

Recently, Kakka / Extend added 6510 illegal opcode decoding support for the Ghira fork, which I have been using on my C64 game mods.
Note that you must choose the 6510 variant of MOS6502 to use it as a CPU for your binary.

https://github.com/grue74/ghidra-c64helpers

And binaries for Linux and Windows here also, the c64 byte viewer as a plugin can be found:

https://voidhole.com/~grue/ghidra/

I don't know how to use the debugger with ghidra, so I don't know if those illegals work ok, but at least they seem to work ok on the code lister.

Ghidra is a pretty good replacement for the IDA Pro; at least, you cannot beat the price.

I update those builds semi-randomly with the latest updates from the official ghidra tree.
 
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2024-05-18 03:59
Fungus

Registered: Sep 2002
Posts: 629
Hexrays for 6502 would be awesome, just a pipedream though.
2024-05-18 10:52
tlr

Registered: Sep 2003
Posts: 1727
I've also thought about using ghidra a while ago, installed it and didn't really get acquainted to it. Maybe I should give it another go.
2024-05-18 21:35
Digger

Registered: Mar 2005
Posts: 422
Has anyone run it successfully on macOS?
2024-05-19 15:05
oziphantom

Registered: Oct 2014
Posts: 480
Ghidra is awesome, but I kind of feel that it is overkill for a C64 game. Regenerator, I think handles it better, once you get into the split hi/lo table -1 etc

Also getting direct 64tass output files while Ghidra's is more designed for "you can read the code and copy paste a function"
2024-05-19 15:55
Fungus

Registered: Sep 2002
Posts: 629
If Ghidra has the flow chart and shows branches and loops connected, it will be very useful even if it doesn't give source files.

If it has that, I'm going to start poking with it immediately as it will make reversing what routines do much easier.
2024-05-19 16:35
Grue

Registered: Dec 2001
Posts: 153
Quote: If Ghidra has the flow chart and shows branches and loops connected, it will be very useful even if it doesn't give source files.

If it has that, I'm going to start poking with it immediately as it will make reversing what routines do much easier.


It has, that's the reason why it's mostly useful.

I prefer the 6502bench for creating the source code as other tools I've tried feel way too limited, and there are also annoying limitations in 6502bench :)

My workflow is more or less:

RetroDebugger for investigating and saving binary to work with.
Ghidra for preliminary work to figure out how everything works and then move to 6502bench to make the relocatable source code.

You can, of course, skip the ghidra and move right on to 6502bench if you eat and shit the 6502 code, but I appreciate the help Ghidra can provide me.

To use my symbol files for the Ghidra, you must create 3 layers In the RAM section.

I really should make a short video about how to get started, as it's quite difficult to get started without any pointers. I'm not even sure if my method is the most sensible one..
2024-05-19 16:57
chatGPZ

Registered: Dec 2001
Posts: 11148
Mmmh you cant produce an asm file right from ghidra? That always was a key feature in IDA for me
2024-05-19 17:32
Grue

Registered: Dec 2001
Posts: 153
Quote: Mmmh you cant produce an asm file right from ghidra? That always was a key feature in IDA for me

You can export something which is not very useful for the assemblers.

Of course, it's open source, so...
2024-05-19 17:58
Grue

Registered: Dec 2001
Posts: 153
A quick video about how to get started. Sorry about messy results, I wasn't preparing beforehand, just started to record and it shows..

https://youtu.be/xNFswb9CVkg
2024-05-20 11:10
oziphantom

Registered: Oct 2014
Posts: 480
this is more SNES and 65816 based, but I have a pile of fancy scripts here https://github.com/oziphantom/SNES_DOCS/tree/main/scripts maybe it has been fixed now but the 6502 plugin got somethings wrong, the 65816 gets everything backwards. So I have some clean up scripts. I also have some add hi/lo tables, add references, instance N structs kind of scripts. For Harvest moon I have example "How to look at and display sprites" that could be cribbed to make a C64 sprite viewer or block map viewer etc

If you go up a couple of levels I have the start of a walk through on how to start on a SNES project, but doing a C64 would be almost the same steps just with a different memory map and less initial state steps.

For getting a 64Tass listing out of it, I was going to make a script that pulled the data from Ghidra and spat out the code files.
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