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Old 18 March 2024, 19:39   #18
paraj
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Join Date: Feb 2017
Location: Denmark
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NB Ghidra can be a real pain in the neck for games written completely in assembly with custom calling convention. Not necessarily for understanding a specific function, but if you're reversing at a slightly higher level it can be tedious (having to use "custom storage" etc.).

Another note is that if you're working at assembly level in tandem with the WinUAE (or similar) debugger, something that takes over system and loads things at fixed addresses is much easier to deal with than system friendly stuff where load addresses may differ depending on configuration (e.g. number of enabled drives will move buffers).
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