ahh, GraphicsDevice extends _GraphicsDevice
this is fine and I'm not screaming at all
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do you know how many copies of float 0.0 and 1.0 there are? I DON'T BUT IT'S AT LEAST FIVE it's especially weird for floating point zero. I don't know if you know this, but the IEEE-754 encoding of floating point zero is just that: zeroes. I don't know why I'm saying the compiler should be more optimized. That'd make my job harder. oh hello (floating point 0.0 and 1.0) hey I found a list of supported platforms in the binary! it includes: Wii, PS2, DX9, PSP, X360, and PS3. if ((((bVar1) && (bVar1)) && (bVar1)) && (bVar1)) { I was gonna ask "are you okay, Ghidra?" but nope, the disassembly matches. the fuck happened here, optimizer? if (filename == (String *)0x3) { NOPE NOPE NOPE NOPE NOPE NOPE "3" IS NOT A VALID POINTER TO A STRING. EVER they do a weird thing with picking puzzles: they seem to pick like 13 of them, but the game only uses 4-6. they also do some very weird shit with copying them around in RAM. like, I can see them overwriting my changes. I think I've figured out how codewarrior works: oh god I think this game's Quad class initializes some of the points to negative NaN amazing moments in compiler optimization: if (param_1 != (GrQuad *)0x0) { |
also this compiler (Metroworks CodeWarrior for PowerPC) loves generating global floating point literals in the binary and then NEVER MERGING THEM