Old Games, New Tech

where old games, compiled with old compilers, get a new life with new technology and know-how

Showing posts with label alias analysis. Show all posts
Showing posts with label alias analysis. Show all posts

2015-10-19

Super Mario 64 subroutine 2B3C, part 1: Alias analysis

This entry will focus on a second subroutine in Super Mario 64, USA version, for the Nintendo 64. It's a MIPS III subroutine at offset 2B3C (hexadecimal) within the ROM.

Unlike the subroutine at 6CD8, this one has only one basic block. Well, it has two, but the end of the first one is a jump directly to the second, so that doesn't count!

You should read the entries on the MIPS instruction set first.

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Posted by Unknown at 08:01 No comments :
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Labels: alias analysis , compiler optimization , nintendo 64 , super mario 64
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Blog Archive

  • ▼  2015 ( 11 )
    • ▼  October ( 9 )
      • Super Mario 64: Known values and bits
      • Super Mario 64 subroutine 2B3C, part 2: Constants
      • Super Mario 64 subroutine 2B3C, part 1: Alias anal...
      • Super Mario 64 subroutine 6CD8, part 3: The stack
      • Super Mario 64 subroutine 6CD8, part 2: Memory opt...
      • Super Mario 64 subroutine 6CD8, part 1: Basic blocks
      • MIPS, part 4: Branches and jumps
      • MIPS, part 3: Memory access instructions
      • MIPS, part 2: ALU instructions
    • ►  September ( 2 )
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