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I try to "decompile" a popular SNES game and often the code looks something like this: struct Player_t $8000
.x: skip 1
.y: skip 1
endstruct
LDX.W #Player_t ; base address of an struct array
LDA.W $01, X ; use the second byte of that structOf course these don't stand next to each other and often it is assumed that I can think of two possibilities. What other ideas do you have in mind?
What do you have mind to make the intention more clear that the original example? |
Answered by
RPGHacker
Jun 24, 2024
Replies: 1 comment 3 replies
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An For the time being, I'd propose a workaround similar to this: |
3 replies
Answer selected by
hellow554
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An
offsetof()does sound like a reasonable addition to Asar (though I'm not sure how easy it is to add - don't remember how exactly struct labels are stored in Asar).For the time being, I'd propose a workaround similar to this: