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Re:Revealing Capcom’s Custom Silicon Security by khedoros1 on Tuesday April 04, 2017 @06:06PM (#14037680)
> we had to reverse nearly all of them.

Hardware manuals + disassemblers, or was there a better way for you to attack it?

Re:Revealing Capcom’s Custom Silicon Security by 0xcde4c3db on Wednesday April 05, 2017 @12:48AM (#14039730)
I've heard that one approach to these kinds of projects (small number of games, no original source code) is to translate the code to (really ugly) C and compile that into a library-like blob; this can require manual intervention for runtime-dispatched jumps, overlays/mappers, and other dynamic oddities. At that point you can start using host/target debugging tools and it's "just" a matter of finding the entry points and data structures that you care about (player inputs, graphics patterns/palettes/coordinates, timers, etc.) instead of trying to RE the entire ball of mud.
Re:Revealing Capcom’s Custom Silicon Security by khedoros1 on Wednesday April 05, 2017 @01:35AM (#14039926)
Come to think of it, I think I remember reading about someone that did that with some DOS-era games to port them to ARM handheld game systems. I've got a similar target in mind. I've played with manually translating some of the assembly listings to C. Maybe I ought to continue going down that road, or seeing if some previous work has made some tools to help automate it.