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42 bytes added ,  22:48, 18 March 2009
(→‎Tools: First go at re-adding bytecode decompiler task. More work needed)
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Write an improved bytecode decompiler any games using a stack based bytecode system. You can look at existing work from GSoC 2007, our descumm compiler (only SCUMM v6 and newer is stack based) and some other de*.cpp files in our [http://scummvm.svn.sourceforge.net/viewvc/scummvm/tools/trunk/ tools SVN module]. Initially, support for only one stack based engine's bytecode is needed (e.g. SCUMM v8, as used in Curse of Monkey Island), but everything must be designed and implemented such that it is possible to support other stack based engines. In particular, the final version of the code should support at least one other different bytecode set. Engines which use a stack based virtual machine include SCUMM v6+, KYRA, SWORD1, SWORD2, ... <font color="red">TODO</font>
Write an improved bytecode decompiler any games using a stack based bytecode system. You can look at existing work from GSoC 2007, our descumm compiler (only SCUMM v6 and newer is stack based) and some other de*.cpp files in our [http://scummvm.svn.sourceforge.net/viewvc/scummvm/tools/trunk/ tools SVN module]. Initially, support for only one stack based engine's bytecode is needed (e.g. SCUMM v8, as used in Curse of Monkey Island), but everything must be designed and implemented such that it is possible to support other stack based engines. In particular, the final version of the code should support at least one other different bytecode set. Engines which use a stack based virtual machine include SCUMM v6+, KYRA, SWORD1, SWORD2, ... <font color="red">TODO</font>


A good starting point for this might be the [[http://jode.sf.net Jode]] Java bytecode decompiler, the author of which used to be on the ScummVM team. The technical contact has several ideas on how to approach this project, too.
A good starting point for this might be the [[http://jode.sf.net Jode]] Java bytecode decompiler. Another useful site might be [http://www.program-transformation.org/Transform/DeCompilation]. The technical contact has several ideas on how to approach this project, too.


The tool should run on at least Windows, Mac OS X and Linux. Acceptable languages include C/C++, Python, Perl, Ruby -- other languages might be OK, but please consult with us first (after all, other developers also will have to use and maintain your code).
The tool should run on at least Windows, Mac OS X and Linux. Acceptable languages include C/C++, Python, Perl, Ruby -- other languages might be OK, but please consult with us first (after all, other developers also will have to use and maintain your code).
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