>>11951118
I was mostly just shitpoasting/ball busting.

Yeah, I know it's hard. As I wrote before, I need to get better at asm and this seems like a fitting project for me to do it with.
Running a disassembler on a binary is *a lot* easier than manually decompiling a whole project into C.
I've watched some streams of a guy working on this project, and it certainly seems like a giant dose of overkill when comparing to what I want.
https://github.com/Xeeynamo/sotn-decomp

So my basic choices for an arcade/random mode are:

1. Use whatever language I feel like on whatever computer I like to create a game patch which will produce a set scenario.
2. With Ghidra and other tools, re-create the entire game in c/c++ and then do whatever from there.
3. Disassemble the game and work with whatever it spits out.

1 is okay for generating custom scenarios, and might be a cool project. Doesn't require much other than figuring out the data file structure and some minor tweaking of the menu selections code.

2 is a fucking insane project which I'm not really up for doing. Sure, the final codebase might be easier to navigate and edit than ASM but getting there is an incredible cost.

3. Is pretty doable. Once the disassembler manages to re-create the original binary I'm good to go. You are very correct that development in assembly will be slower but I'll get started a lot faster than method 2, so to me it looks like the most viable way.


Now try the game and try to tell me it doesn't deserve to have more content ;)
https://files.catbox.moe/1q8o2u.7z