When passed the -common on
flag, mwcc
will generate global BSS symbols as common. The linker deduplicates common symbols with the same name, and allocates an area at the end of .bss
for them.
This is a legacy feature, allowing uninitialized global variables to be defined in headers without linker errors:
// foo.h
int foo;
With -common on
, any TU that includes foo.h
will define foo
as a common symbol. The linker will deduplicate foo
across TUs, similar to weak symbols. Common symbols are then generated at the end of .bss
, after all other .bss
symbols.
With -common off
, foo
would be defined as a global symbol, and the linker would error out with a duplicate symbol error if foo.h
was included in multiple TUs.
In splits.txt
, common BSS can be defined with the common
attribute:
foo.cpp:
.text start:0x80047E5C end:0x8004875C
.ctors start:0x803A54C4 end:0x803A54C8
.data start:0x803B1B40 end:0x803B1B60
.bss start:0x803DF828 end:0x803DFA8C
.bss start:0x8040D4AC end:0x8040D4D8 common
As shown above, a file can contain both regular .bss
and common .bss
. Marking common .bss
appropriately is important for determining the final link order.
Example from Pikmin 2:
00016e60 00000c 805069c0 1 .bss utilityU.a PSMainSide_CreaturePrm.cpp
00016e60 00000c 805069c0 4 @3464 utilityU.a PSMainSide_CreaturePrm.cpp
00016e6c 000048 805069cc 4 saoVVOutput_direction___Q214JStudio_JStage14TAdaptor_light JSystem.a object-light.cpp
00016eb4 0000d0 80506a14 4 saoVVOutput___Q214JStudio_JStage14TAdaptor_actor JSystem.a object-actor.cpp
In this example, we see a symbol from utilityU.a PSMainSide_CreaturePrm.cpp
. We know that this file is very close to the end of the link order. Afterwards, there's a symbol from JSystem.a object-light.cpp
, which is very close to the beginning of the link order.
A file can't be both at the beginning and end of the link order, so it's a strong indication that saoVVOutput_direction___Q214JStudio_JStage14TAdaptor_light
marks the beginning of the common BSS section.
One other indication from this example is the lack of a .bss
section symbol from JSystem.a object-actor.cpp
and any following files in the link order. Section symbols aren't generated for common BSS.
Without a map, it's harder to tell if there's a common BSS section, but guesses can be made. When looking at XREFs in Ghidra, if a symbol is close to the end of .bss
, but has XREFs from various addresses close to the beginning of .text
, it could be an indication of common BSS.
For games built with older versions of the linker, the inflation bug (described below) can also be used to detect common BSS.
In older versions of the linker (<= GC 2.6?), when calculating the size of common symbols, the linker will accidentally set the size of the first common symbol in a TU to the size of the entire common section in that TU.
Example from Pikmin 2:
# Section Addr | Size | Addr | Alignment | Name | File
00017260 000188 80506dc0 4 mPadList__10JUTGamePad JSystem.a JUTGamePad.cpp
000173e8 000030 80506f48 4 mPadStatus__10JUTGamePad JSystem.a JUTGamePad.cpp
00017418 0000c0 80506f78 4 mPadButton__10JUTGamePad JSystem.a JUTGamePad.cpp
000174d8 000040 80507038 4 mPadMStick__10JUTGamePad JSystem.a JUTGamePad.cpp
00017518 000040 80507078 4 mPadSStick__10JUTGamePad JSystem.a JUTGamePad.cpp
00017558 00000c 805070b8 4 sPatternList__19JUTGamePadLongPress JSystem.a JUTGamePad.cpp
In this example, mPadList__10JUTGamePad
is the first common symbol in the TU, and was inflated to include the size of all other common symbols in the TU. In reality, it's only supposed to be 0xC
bytes, given 0x188 - 0x30 - 0xC0 - 0x40 - 0x40 - 0xC
.
This can be useful to determine if symbols are in the same TU without a map: if a .bss
symbol is much larger than expected, it could be the first common symbol in a TU. One can subtract the sizes of following symbols to find the true size of the symbol, along with the end of the TU's common symbols.
To reproduce this behavior, the .comment
section must be present in the object. See .comment
section for more details.