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I've heard that one approach to these kinds of projects (small number of games, no original source code) is to translate the code to (really ugly) C and compile
by 0xcde4c3db 10y ago
I've heard that one approach to these kinds of projects (small number of games, no original source code) is to translate the code to (really ugly) C and compile that into a library-like blob; this can require manual intervention for runtime-dispatched jumps, overlays/mappers, and other dynamic oddities. At that point you can start using host/target debugging tools and it's "just" a matter of finding the entry points and data structures that you care about (player inputs, graphics patterns/palettes/coordinates, timers, etc.) instead of trying to RE the entire ball of mud.
- khedoros1 10y agoCome to think of it, I think I remember reading about someone that did that with some DOS-era games to port them to ARM handheld game systems. I've got a similar target in mind. I've played with manually translating some of the assembly listings to C. Maybe I ought to continue going down that road, or seeing if some previous work has made some tools to help automate it.