4 ms·
Oh, nice! The compression algorithm is said to have been written by Satoru Iwata himself, giving a hand to the overloaded GameFreak team when the development o
by kemenaran 7y ago
Oh, nice!
The compression algorithm is said to have been written by Satoru Iwata himself, giving a hand to the overloaded GameFreak team when the development of Pokémon G/S was hitting size limits pretty badly [1].
There is a readable version of the decompression routines in the Pokémon G/S disassembly repo [2]. As the code was originally written in assembly, it is not decompiled–only re-documented.
Which means the code we read is the actual code Iwata wrote it 20 years ago.
I really like seeing the traces of actual human beings in a disassembly. Noticing different coding styles; seeing where routines were written, then patched over later… We read code, but we see people.
[1] https://retrocomputing.stackexchange.com/questions/11476/how-did-satoru-iwata-compress-pokemon-gs-to-fit-two-regions-on-a-single-cartridg https://retrocomputing.stackexchange.com/questions/11476/how...
[2] https://github.com/pret/pokered/blob/10289bf/home/pic.asm https://github.com/pret/pokered/blob/10289bf/home/pic.asm