Is there a good and free disassembler?
Posted: Mon Apr 21, 2008 8:45 pm
The most important thing would be label generation which is not limited to jumps but to everything in a given RAM range, including tables of any kind. So moving code and reassembling it is just a matter of moving parts in the source text.
The free disassemblers I saw so far all used absolute addresses for any memory access. This won't help when you are about to edit the software.
Since I used the Action Replay monitor for coding, there is no source text available. This was a good compromise when coding with only 64 kB RAM back then, but it's time to move to some more advance coding techniques, I think.
In the nature of coding with the Action Replay monitor, many routines are fragmented throughout the memory, taking extra cycles. Another issue are many small unused memory areas between routines, which are just too small to add code between them.
Having an editable source text would be an easy way to optimize the code. I even could release the engine as open source. Releasing it under any free license won't be possible though, for several reasons.
After optimizing the engine, I might be able to add compatibility settings for BD1, BD2, PLCK and 1stB. Perhaps, I could even add the level feature from BD1 and BD2. Imagine 48 caves with 5 levels each. A CLCK 3.5 so to speak. How does this sound?
The free disassemblers I saw so far all used absolute addresses for any memory access. This won't help when you are about to edit the software.
Since I used the Action Replay monitor for coding, there is no source text available. This was a good compromise when coding with only 64 kB RAM back then, but it's time to move to some more advance coding techniques, I think.
In the nature of coding with the Action Replay monitor, many routines are fragmented throughout the memory, taking extra cycles. Another issue are many small unused memory areas between routines, which are just too small to add code between them.
Having an editable source text would be an easy way to optimize the code. I even could release the engine as open source. Releasing it under any free license won't be possible though, for several reasons.
After optimizing the engine, I might be able to add compatibility settings for BD1, BD2, PLCK and 1stB. Perhaps, I could even add the level feature from BD1 and BD2. Imagine 48 caves with 5 levels each. A CLCK 3.5 so to speak. How does this sound?