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Binutils support and special scripting language

 
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h3x1c
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PostPosted: Mon Jan 11, 2016 1:18 pm    Post subject: Binutils support and special scripting language Reply with quote

Is using Binutils as the assembler/disassembler only related to compiling CE, or is there a reason why one might prefer to use it over native CE disassembly while game hacking?

Also, is there any documentation on the "special scripting language" for this that's noted in the 6.5 release notes?

I'm clueless with this (obviously), but curious enough to inquire. Thanks!

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Dark Byte
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PostPosted: Mon Jan 11, 2016 1:44 pm    Post subject: Reply with quote

it's useful in a few rare cases. (most people won't use it)
e. g when using the ceserver on an arm system( or if someone ports it to MIPS) you can use binutils to disassemble the code as ce won't properly disassemble/assemble those instructions (only rudimentary)

or when games start using the vector instruction set for game mechanics (ce doesn't support that yet)

as for using it, it's the gas assembler with added 3 functions. .
.asection name, size, preferedbase : allocates a new block of memory
.msection name, address : modify that block
.aobscan name, aob :finds the aob and turns it into .msection

the rest is the gas script depending on which binutils you use

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h3x1c
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PostPosted: Mon Jan 11, 2016 1:48 pm    Post subject: Reply with quote

Solid. Thanks for clarifying, DB!
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