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Bonus Episode: The N64 Decompilation Scene with Ethan Roseman and Mark Street

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Innhold levert av Software Engineering Daily. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av Software Engineering Daily eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.

Decompilation is the process of translating a compiled program's bytecode back into a higher-level programming language, like C. There’s a vibrant and growing scene of engineers working to decompile classic video games, and some of the most prominent projects have focused on the Nintendo 64. Recent successes include Super Mario 64, The Legend of Zelda: Ocarina of Time, and Paper Mario.

Ethan Rose and Mark Street are both software engineers with experience in the decompilation scene. In addition to their work on specific games, they’re active in creating open-source tooling for the decompilation community, including Splat which is a binary splitting tool, and Decomp.me which is a collaborative decompilation and reverse engineering site.

Ethan and Mark join the podcast to talk about N64 game decompilation, surprising discoveries in the game code, tool development, and much more.

Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.

Please click here to see the transcript of this episode.

Sponsorship inquiries: sponsor@softwareengineeringdaily.com

  continue reading

2004 episoder

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Manage episode 419977598 series 2455731
Innhold levert av Software Engineering Daily. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av Software Engineering Daily eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.

Decompilation is the process of translating a compiled program's bytecode back into a higher-level programming language, like C. There’s a vibrant and growing scene of engineers working to decompile classic video games, and some of the most prominent projects have focused on the Nintendo 64. Recent successes include Super Mario 64, The Legend of Zelda: Ocarina of Time, and Paper Mario.

Ethan Rose and Mark Street are both software engineers with experience in the decompilation scene. In addition to their work on specific games, they’re active in creating open-source tooling for the decompilation community, including Splat which is a binary splitting tool, and Decomp.me which is a collaborative decompilation and reverse engineering site.

Ethan and Mark join the podcast to talk about N64 game decompilation, surprising discoveries in the game code, tool development, and much more.

Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.

Please click here to see the transcript of this episode.

Sponsorship inquiries: sponsor@softwareengineeringdaily.com

  continue reading

2004 episoder

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