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Entrypoint trace

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

uv run python scripts/entrypoint_trace.py --depth 2 --skip-external

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, crt_init_thread_data (FUN_004654a5), crt_calloc (FUN_004667ac)
  - crt_io_init -> __amsg_exit, _malloc
  - crt_build_argv -> __amsg_exit, _malloc, crt_mbcs_init (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, crt_strcpy (FUN_00465c30), crt_free_base, _malloc, crt_mbcs_init (FUN_0046d5c7)
  - crt_skip_program_name -> FUN_0046d1ad, crt_mbcs_init (FUN_0046d5c7)
  - crt_heap_init -> crt_sbh_init, crt_sbh_create_region, crt_heap_select
  - crt_get_environment_strings -> crt_free_base, _malloc, crt_bufcpy (FUN_004658f0)
  - crt_exception_filter -> FUN_00466a27, crt_get_thread_data
  - crimsonland_main -> crt_srand (FUN_00461739), texture_get_or_load, crt_getcwd (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
    - crt_init_thread_data (FUN_004654a5)
    - crt_calloc (FUN_004667ac) -> crt_sbh_alloc_units, FUN_00466845, FUN_004668ce, crt_call_new_handler (FUN_00467e47), crt_lock, crt_sbh_alloc, _memset
    - __amsg_exit -> crt_runtime_error_banner, __exit, crt_report_runtime_error
    - _malloc -> __nh_malloc
    - crt_mbcs_init (FUN_0046d5c7) -> crt_setmbcp (FUN_0046d1ef)
    - crt_parse_cmdline
    - crt_runtime_error_banner -> crt_report_runtime_error
    - crt_report_runtime_error -> crt_strcat (FUN_00465c40), FUN_0046d5e3, _strlen, _strncpy, crt_strcpy (FUN_00465c30)
    - crt_doexit -> crt_exit_unlock, crt_exit_lock, crt_call_fn_range
    - _strlen
    - crt_strcpy (FUN_00465c30)
    - crt_free_base -> FUN_0046262b, crt_sbh_find_block (FUN_004679d6), crt_sbh_find_region (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 -> crt_chkstk (FUN_0046cda0), _strchr, _strncmp, crt_strtol_l (FUN_0046cdcf), FUN_00466a61, _strstr
    - crt_bufcpy (FUN_004658f0)
    - FUN_00466a27
    - crt_get_thread_data -> __amsg_exit, crt_init_thread_data (FUN_004654a5), crt_calloc (FUN_004667ac)
    - crt_srand (FUN_00461739) -> crt_get_thread_data
    - texture_get_or_load -> console_printf
    - crt_getcwd (FUN_0046248e) -> crt_unlock, crt_lock, crt_getdcwd (FUN_004624b5)
    - audio_shutdown_all -> sfx_release_all, dsound_shutdown (FUN_0043bc20), music_release_all
    - reg_write_dword
    - crt_free -> crt_free_base
    - game_load_status -> game_build_path (FUN_00402bd0), game_sequence_load, crt_fopen (FUN_0046103f), crt_fseek (FUN_00461d91), crt_ftell (FUN_00461c0e), crt_fclose, game_save_status, console_printf ...
    - console_flush_log -> crt_fflush (FUN_00461448), game_build_path (FUN_00402bd0), crt_fopen (FUN_0046103f), crt_fclose, crt_fwrite (FUN_004615ae)
    - dx_get_version -> FUN_0041cfe0, crt_tolower (FUN_00461e9b), FUN_0041cdb0, crt_snprintf (FUN_00461e4a)
    - HlinkNavigateString
    - Direct3DCreate8
    - FUN_004623b2 -> crt_mktime (FUN_00465da5)
    - console_register_command -> operator_new, strdup_malloc
    - grim_load_interface
    - console_register_cvar (FUN_00402350) -> crt_free, operator_new, strdup_malloc, console_cvar_find (FUN_00402480), crt_atof_l (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.

Pre-logo loading pipeline (inside crimsonland_main)

This is the simplified startup slice before the logo/splash assets are first loaded. All callsites below are visible in analysis/ghidra/raw/crimsonland.exe_decompiled.c under crimsonland_main @ 0x0042c450.

1) Seed + DirectX check: - FUN_004623b2crt_srand. - dx_get_version → MessageBox + early exit when too old. - Direct3DCreate8 used as a presence check, then released. 2) Core paths + logging: - crt_getcwdgame_base_path. - Console banner prints + console_flush_log. 3) Config file + console commands: - config_ensure_file. - Registers commands: setGammaRamp, snd_addGameTune, generateterrain, telltimesurvived, setresourcepaq, loadtexture, openurl, sndfreqadjustment.

4) Grim2D interface: - grim_load_interface (dev path), fallback to grim.dll. - Secret-hint print block executes immediately after this call (guard looks bogus in the decompiler).

  • register_core_cvars. 5) Config + save bootstrap:
  • config_load_presets.
  • game_load_status + game_sequence_load. 6) Grim config dialog + settings:
  • grim_apply_config (vtable +0x10).
  • config_sync_from_grim, then config_load_presets again.
  • grim_get_config_var (vtable +0x24) reads texture scale, windowed flag, screen dimensions, and backend flags.

  • grim_set_config_var (vtable +0x20) repeated while applying settings (config/state IDs include D3D render state values). 7) Input + system init:

  • Logs: keyboard/mouse/joystick.
  • grim_init_system (vtable +0x14) → initializes D3D/input + loads smallFnt.dat. On failure, shows grim_get_error_text and exits.

8) Post-init setup: - console_exec_line("exec autoexec.txt"). - Registers v_width / v_height cvars from the screen size. - init_audio_and_terrain. 9) Logo assets load (first appearance of splash resources): - texture_get_or_load("backplasma", "load\\backplasma.jaz") - texture_get_or_load("mockup", "load\\mockup.jaz") - texture_get_or_load("logo_esrb", "load\\esrb_mature.jaz") - texture_get_or_load("loading", "load\\loading.jaz") - texture_get_or_load("cl_logo", "load\\logo_crimsonland.tga")

The "pre-logo" phase ends at step 8; step 9 is the earliest point where the logo/splash textures become available.

Game startup init boundary (BN-assisted)

Binary Ninja HLIL shows the real game_startup_init entry at 0x0042b290 (function sub_42b290), with a caller inside crimsonland_main (sub_42c450 ref at 0x0042cb1d).

Ghidra’s auto-analysis had previously created a shorter function at 0x0042b090 that does not include the intro music handoff block. We now label 0x0042b090 as game_startup_init_prelude and force-create game_startup_init at 0x0042b290 so the decompiler exports include the intro play/mute and theme switch logic.

  • The early CRT cluster is now tagged as crt_* (heap/TLS/IO); confirm exact MSVCRT symbol names later.