Entrypoint trace¶
Status: In progress
This page captures a top-down call trace starting at the PE entrypoint so we can hang names and subsystems off a stable boot sequence.
Entry address¶
- PE entrypoint VA:
0x00463026 - Ghidra function:
entry(entry @ 00463026)
Regenerate trace¶
Trace (depth 2, internal calls only)¶
- entry -> crt_mt_init, crt_io_init, crt_build_argv, FUN_00463153, crt_exit, crt_build_environ, crt_skip_program_name, crt_heap_init ...
- crt_mt_init -> crt_init_locks, FUN_004654a5, FUN_004667ac
- crt_io_init -> __amsg_exit, _malloc
- crt_build_argv -> __amsg_exit, _malloc, FUN_0046d5c7, crt_parse_cmdline
- FUN_00463153 -> crt_runtime_error_banner, crt_report_runtime_error
- crt_exit -> crt_doexit
- crt_build_environ -> _strlen, __amsg_exit, FUN_00465c30, crt_free_base, _malloc, FUN_0046d5c7
- crt_skip_program_name -> FUN_0046d1ad, FUN_0046d5c7
- crt_heap_init -> crt_sbh_init, crt_sbh_create_region, crt_heap_select
- crt_get_environment_strings -> crt_free_base, _malloc, FUN_004658f0
- crt_exception_filter -> FUN_00466a27, crt_get_thread_data
- crimsonland_main -> FUN_00461739, texture_get_or_load, FUN_0046248e, audio_shutdown_all, reg_write_dword, crt_free, game_load_status, console_flush_log ...
- crt_run_initializers -> FUN_00460cb8, crt_call_fn_range
- crt_init_locks
- FUN_004654a5
- FUN_004667ac -> crt_sbh_alloc_units, FUN_00466845, FUN_004668ce, FUN_00467e47, crt_lock, crt_sbh_alloc, _memset
- __amsg_exit -> crt_runtime_error_banner, __exit, crt_report_runtime_error
- _malloc -> __nh_malloc
- FUN_0046d5c7 -> FUN_0046d1ef
- crt_parse_cmdline
- crt_runtime_error_banner -> crt_report_runtime_error
- crt_report_runtime_error -> FUN_00465c40, FUN_0046d5e3, _strlen, _strncpy, FUN_00465c30
- crt_doexit -> crt_exit_unlock, crt_exit_lock, crt_call_fn_range
- _strlen
- FUN_00465c30
- crt_free_base -> FUN_0046262b, FUN_004679d6, FUN_00466c7b, crt_lock, FUN_00467a2d, FUN_00462683, FUN_00466ca6
- FUN_0046d1ad -> FUN_0046d1be
- crt_sbh_init
- crt_sbh_create_region -> _memset
- crt_heap_select -> FUN_0046cda0, _strchr, _strncmp, FUN_0046cdcf, FUN_00466a61, _strstr
- FUN_004658f0
- FUN_00466a27
- crt_get_thread_data -> __amsg_exit, FUN_004654a5, FUN_004667ac
- FUN_00461739 -> crt_get_thread_data
- texture_get_or_load -> console_printf
- FUN_0046248e -> crt_unlock, crt_lock, FUN_004624b5
- audio_shutdown_all -> sfx_release_all, FUN_0043bc20, music_release_all
- reg_write_dword
- crt_free -> crt_free_base
- game_load_status -> FUN_00402bd0, game_sequence_load, FUN_0046103f, FUN_00461d91, FUN_00461c0e, crt_fclose, game_save_status, console_printf ...
- console_flush_log -> FUN_00461448, FUN_00402bd0, FUN_0046103f, crt_fclose, FUN_004615ae
- dx_get_version -> FUN_0041cfe0, FUN_00461e9b, FUN_0041cdb0, FUN_00461e4a
- HlinkNavigateString
- Direct3DCreate8
- FUN_004623b2 -> FUN_00465da5
- console_register_command -> operator_new, strdup_malloc
- grim_load_interface
- FUN_00402350 -> crt_free, operator_new, strdup_malloc, FUN_00402480, FUN_004610da
- FUN_00460cb8 -> FUN_00463737, FUN_00460cd0, FUN_004636e7
- crt_call_fn_range
Classic Windows entry sequence (ordered)¶
From entry (0x00463026), the classic binary performs a short CRT/bootstrap
sequence and then enters the main game loop.
High-level call order:
1) GetVersion → populate version globals
2) crt_heap_init(1) → CRT heap init (small-block selection)
3) crt_mt_init() → CRT thread/TLS init
4) crt_io_init() → CRT file handle table init
5) GetCommandLineA() → stored in DAT_004db4e4
6) crt_get_environment_strings() → environment block copy
7) crt_build_argv() → parse command line into argv/argc
8) crt_build_environ() → build environ from environment block
9) crt_run_initializers() → invoke CRT initializer ranges
10) GetStartupInfoA() → captures startup flags
11) crt_skip_program_name() → command-line tail after argv[0]
12) GetModuleHandleA(NULL)
13) crimsonland_main() (FUN_0042c450) → full game init/run/shutdown
14) crt_exit(exit_code) → exit handling
15) crt_exception_filter(exception_code, exception_ptr) → CRT exception filter
Notes:
crimsonland_main()includes DirectX version checks, Grim2D loading, config load/apply, input/audio/renderer setup, and the game loop + shutdown.- The early CRT cluster is now tagged as
crt_*(heap/TLS/IO); confirm exact MSVCRT symbol names later.