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That's similar to the idea used in a lot of emulators, especially some of the Nintendo 64 ones, except that they programmed those to look for specific patterns
by khedoros 10y ago
That's similar to the idea used in a lot of emulators, especially some of the Nintendo 64 ones, except that they programmed those to look for specific patterns of opcodes that they could replace with higher-level C/C++ functions. Some of the emulators might only support 1 or 2 games, but get phenomenal speed emulating them.
Somewhat separate, but related, I remember one of the video plugins that would accept external images as replacements for in-game textures.
Anyhow, I agree that for at least some games, replacing parts of the code makes getting the game running with some degree of improvement easier than completely re-implementing it. On the other hand, I like the idea of reverse-engineering the original binary, and along with an engine re-implementation, providing documentation of how the game originally worked. I think of it as a kind of software archaeology.