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 basic blocks. Show all posts
Showing posts with label basic blocks. Show all posts

2015-10-17

Super Mario 64 subroutine 6CD8, part 1: Basic blocks

This entry will focus on a subroutine in Super Mario 64, USA version, for the Nintendo 64. It's a MIPS III subroutine at offset 6CD8 (hexadecimal) within the ROM.

Super Mario 64 appears to have been compiled with one of the earliest compilers available for the Nintendo 64. It does not schedule instructions well; a modern compiler could do much better.

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

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Posted by Unknown at 05:31 No comments :
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Labels: basic blocks , 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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