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. The low poly and anti-aliased look of early 3D consoles has little going for it. It's just a generational thing I guess.
From a preservation perspective, this is one of the least useful decomps ever, given how committed Capcom is to making sure RE4 is ported absolutely everywhere (kidding!)
Made using the leaked debug build and its symbols, which shows how meaningful the work the game preservation community that acquires and distributes these things is.
OTOH this is pretty off-putting:
> Where the compiler needed a particular source shape to reproduce a register choice or a schedule and no natural spelling was found, the construct is marked with a // COMPILER-DIFF: comment (644 of them: dead tests, empty asm("") launders and anchors, register T x asm("rN") pins, padding statements).
To me the value of a decomp isn't reproducing the original bytes per se (we already have the original bytes after all) - it's about reconstructing the understanding of the original game as represented by human-readable source code; getting byte-for-byte is just an indication that you've gotten it right. Needing to add a bunch of slop to force the compiler to match the original output is actually just an indication that you've gotten it wrong - and it's a demonstration of the danger of Goodhart's law, especially as it applies to AI.
Correct, this is just hacks for stuff you didn't manage to match exactly. Either that or your build environment isn't the same. Sadly, there are things which aren't really possible to reproduce in a byte-identical manner, things like exact file layout or variable declaration order, compilation order and that kinda stuff. And they might cause small but equivalent changes like different inlining/optimisation decisions, so it's really tricky to get it byte-exact.
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. The low poly and anti-aliased look of early 3D consoles has little going for it. It's just a generational thing I guess.
From a preservation perspective, this is one of the least useful decomps ever, given how committed Capcom is to making sure RE4 is ported absolutely everywhere (kidding!)
Made using the leaked debug build and its symbols, which shows how meaningful the work the game preservation community that acquires and distributes these things is.
OTOH this is pretty off-putting:
> Where the compiler needed a particular source shape to reproduce a register choice or a schedule and no natural spelling was found, the construct is marked with a // COMPILER-DIFF: comment (644 of them: dead tests, empty asm("") launders and anchors, register T x asm("rN") pins, padding statements).
To me the value of a decomp isn't reproducing the original bytes per se (we already have the original bytes after all) - it's about reconstructing the understanding of the original game as represented by human-readable source code; getting byte-for-byte is just an indication that you've gotten it right. Needing to add a bunch of slop to force the compiler to match the original output is actually just an indication that you've gotten it wrong - and it's a demonstration of the danger of Goodhart's law, especially as it applies to AI.
Correct, this is just hacks for stuff you didn't manage to match exactly. Either that or your build environment isn't the same. Sadly, there are things which aren't really possible to reproduce in a byte-identical manner, things like exact file layout or variable declaration order, compilation order and that kinda stuff. And they might cause small but equivalent changes like different inlining/optimisation decisions, so it's really tricky to get it byte-exact.
“byte-identical” is one of Claude’s favorite expressions
The whole readme is extremely Claude-written, its dense Claudish style leaks from every sentence ;)
How many tokens and which models were used?