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Resident Evil 4 (GameCube) – complete byte-identical decompilation to C/C++

140 points · 99 comments · metrofun

  1. mikae1 · · focus · HN ↗
    I'm so emotionally torn about all the awesome decompilation work done.

    Too bad all the cool decompilation is happening for games on early 3D centric consoles. I say this a Quake fanatic. Low res textures combined with that blurry bilinear style filtering is a look that's not easy to love. It's just a generational thing I guess.

    1. chocochunks · · focus · HN ↗
      RE4 isn't really an early 3D game. It was a late GameCube title almost a decade after Quake.

      There has been some 2D decomps too, Pokemon Red/Blue being the biggest I can think of. I can also imagine they make more sense for the 3D consoles where games tended to be written in higher level languages than raw assembly.

      1. mikae1 · · focus · HN ↗
        True, not the earliest gen. But it's a 2001 console (not 2004) despite this being a 2004 title.
        1. chocochunks · · focus · HN ↗
          It's a 2005 game. Yeah it's running on 2001 tech but it still has all the lessons learned from the previous years both in terms of 3D game design and getting the most out of the hardware. Would you call Doom 3 an early 3D game? It can run on 2001 hardware too. Or Half-Life 2?
      2. mitxela · · focus · HN ↗
        GB games are written in assembly, so decomp means marking sections as code or data, then commenting the crap out of it. The earliest Nintendo consoles to use C were the N64 and the GBA.
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