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 Post subject: Relating source code to binary
PostPosted: Thu Oct 12, 2017 1:05 am 
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Hey, I've acquired the source code to an old PSX/PC game, and I'm currently working a level editor for the game. I'd like to be able to modify the .exe's binary data. (IE: Map registries, modify the information about texture id, theme id, etc). How can I calculate the hex position of values in a .exe if I have the source code? Unfortunately I do not have the exact values, so I cannot do a search in a hex editor. (The exact values were in a dynamically generated header file created upon building the main game archive, as to which I do not have the means of building yet.)

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 Post subject: Re: Relating source code to binary
PostPosted: Thu Oct 12, 2017 10:36 pm 
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Kneesnap wrote:
Hey, I've acquired the source code to an old PSX/PC game, and I'm currently working a level editor for the game. I'd like to be able to modify the .exe's binary data. (IE: Map registries, modify the information about texture id, theme id, etc). How can I calculate the hex position of values in a .exe if I have the source code? Unfortunately I do not have the exact values, so I cannot do a search in a hex editor. (The exact values were in a dynamically generated header file created upon building the main game archive, as to which I do not have the means of building yet.)


ooh good question!!

if you have the source code you should be able to compile the code to .exe - why do you need to modify existing binary data?

(and you won't be able to know the actual address of any source code unless you can build (byte for byte) using the same compiler, and build settings)


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