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and the decompiler has misinterpreted it as a longlong because of the access patterns (64bit pointers). So I think this might be part of an initialization function for some property on top of a object that exists at *param_1. The 0x2b part I'm not sure about myself but it looks like some other kind of similar checks.Īnd actually then thinking about the way it's calling it, i'm wondering if this is actually from some C++ standard library code for doing stuff with a vtable, looking up the vtable entry and checking it's validity before calling it (in this case, location 0x18, and checking some kind of RTTI at 0x28 and 0x2b) and storing that it's been initialized in 0x21. The primary gameplay difference is that, while Full Tilt Pinball had multiball, 3D Pinball will award 'replays' instead of locking the balls. From my memory, the windows ABI uses the first two bytes of functions for installing hooks/debugging by patching the first two bytes into some kind of jump (while originally being nops). 3D Pinball: Space Cadet is actually one of three tables from Full Tilt Pinball, published by Maxis. This particular one looks like it's taking a function pointer in and checking if it's a valid function (not null) and then checking the first two bytes of the function. Whatever the option is called in your game version, it will be present at the bottom left of the Options menu. Then, select the option called Resource Packs or Texture Packs. The sibling comment covers it a bit more in detail, but it's largely just some guessing and as much an art to figuring out what the types are or could be. From your Minecraft home screen, click the Options button located next to the Quit Game option. (disclosure: per the child post, my original assumption that OpenRCT2 was copied out of Hex-Rays was inaccurate, since it was originally written in assembler it didn't follow a standard C ABI and the decompiler wouldn't work properly anyway). For example, OpenRCT2 started as a repository full of manually created source with Hex-Rays names and slowly evolved module-by-module into readable source code. Highly manual process, for some files it's just pattern matching / renaming and goes really quickly, for others it's full reimplementation and a bit harder.Īnd, if you look at most "decompiled game" projects, I think this is the industry standard way to do this. When I've done this in the past, it basically consists of:ġ) Decompile project using Ghidra/IDA, first pass.Ģ) Load symbols if present (sounds like there was a PDB for this one, which makes things a lot easier).ģ) Read decompilation/asm for unnamed subs and try to name them based on what they do.Ĥ) Export all decompiled source into an editor and start copy/paste/editing into readable source. But today you can download it for Windows 7, 8 and Windows 10. I'm not aware of any good general-case automation for this. Unfortunately, Microsoft didn't include it with the release of Windows Vista.
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