Post subject: decompilation
Former player
Joined: 3/23/2006
Posts: 211
The movement algorithm in Super Mario Kart (for the SNES) is more weird and counter-intuitive than I had initially thought, and there are many unanswered questions which make doing a good TAS of it very tough or impossible. I think a good understanding my only be possible by decompiling the game. I noticed here that some people had decompiled other games, and wondered if anyone had any advice on how to do it. I already have the addresses of many of the variables in RAM, could that help?
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Post subject: it might, but don't count on it
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Disassembling, not decompiling. Large difference. Knowing RAM values might be of some help, I guess. It'll lead to figuring out what things do faster, if nothing else.
Perma-banned
Joined: 5/3/2004
Posts: 1203
NO DISASSEMBLE NUMBER JOHNNY FIVE!
Post subject: Re: it might, but don't count on it
Former player
Joined: 3/23/2006
Posts: 211
Xkeeper wrote:
Disassembling, not decompiling. Large difference. Knowing RAM values might be of some help, I guess. It'll lead to figuring out what things do faster, if nothing else.
:-S
do not forget to *ENJOY THE SAUCE*
Joined: 4/3/2006
Posts: 269
xebra wrote:
NO DISASSEMBLE NUMBER JOHNNY FIVE!
There must be a SHORT in your CIRCUIT. ;-) I vaguely remember that should be "Johnny number 5".
Active player (278)
Joined: 5/29/2004
Posts: 5712
How about decompiling Johnny Five?
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/23/2006
Posts: 211
Bag of Magic Food wrote:
How about decompiling Johnny Five?
He was so annoying it would definitely be worth it to dissasemble him :) But the question is... did he get very fast turbo-boosts?
do not forget to *ENJOY THE SAUCE*