Why do you all continually try to improve a dinosaur? If you want crew rotations play SH4. It has them. Trying to make this work for SH3 is a monstrous task in assembly. Please explain to me why you would RE SH4 (which will probably take you about 2-4 yrs to do), then RE SH3 (which would take you about another 2-4 yrs to do), and then try and port some of it (SH4) over to SH3 with the chances of success < 25%? If you're looking for epic failure that is the way to proceed. If you're looking to improve your assembly and RE skills though that is a great way to proceed/learn.
Ideas are great as long as they are within the bounds of reality.
Just as a little example I've been REing SH5 for over 3 years now and have about 35% of it decoded. I don't expect to decode it 100% - I'm only looking for the 'meaty' stuff. What I have decoded is the stuff that matters - gameplay, unit creation/deletion, sensors, environment, weapons, how the architecture of the game is (does it use trees, lists, etc. and how does it utilize the controllers - are they plug-ins, connected to objects, etc.), memory locations of constants and globals, constructors/deconstructors, how to allocate/deallocate memory using the game's kernel, and the most important parts of any game - the main game loop and it's kernel functions.
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