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attempting to force a switch case via name spaces also didn't work, the dissassembled code showed no changes. |
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This is probably a hyper specific issue I'm having, but it is making it difficult to make the decompiled code look both clean and accurate.
For context, I am heading a decompilation project for final fantasy tactics USA (1997), and after sorting out what libraries I could manage my next task to tackle was the ability formula space (it's very well documented and is the first thing aspiring modders make edits to)
This first screenshot of the program is the jump table for each routine. notably, the indexing here starts at 1 and not zero. so as one could imagine, any data that was immediately before the data table would erroneously contribute to a non-specified 0th array entry, which can never be run and also is not an address (it's the last byte of a bitflag array and 3 empty bytes)
the issue is I cannot for the life of me get the decompilation to recognise that the array starts at 1, and so it points to the 4th byte of the previous data table instead and not only is this hideous to read it would probably lead to runtime errors down the line. does anyone have any suggestions? can I change the indexing mode of the array? I can't change the references in the decompiled code, only what references the code itself.
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