Editing Disassembly instructions
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* The disassembly is still written in PowerPC assembly language, and we only have access to the names of functions, classes, and so on; even then, some of them might be missing. We don't have access to the names of variables or anything like that. | * The disassembly is still written in PowerPC assembly language, and we only have access to the names of functions, classes, and so on; even then, some of them might be missing. We don't have access to the names of variables or anything like that. | ||
− | * The symbol map (i.e. the thing that gives functions, classes, etc. a name) for ''Pikmin 2'' can be found in the final version of the game but the demo version of the game | + | * The symbol map (i.e. the thing that gives functions, classes, etc. a name) for ''Pikmin 2'' can be found in the final version of the game but the demo version of the game inside of a multi-game demo disc 17 has a more complete map than final. These instructions apply to that demo. For most purposes, it's good enough, since the code should be very similar to the final game. You can apply this guide to the final version of ''Pikmin 2'', but you won't be able to get the symbol map working without a lot of effort. |
== Getting the necessary files == | == Getting the necessary files == |