For RE cases where I know the original compiler used (a bit harder on C compilers due to huge number of obscure optimization flags), I give it a feedback loop to write a function that compiles to the original machine code.
Yeah, I had perfect disassembly, since that's a purely mechanical process. I used da65, which worked reasonably well.
But you don't get any function names that way, obviously. Claude would claim some random function were applying friction based on just a subtraction. And a variable that had 2 possible states was named player_id, when the game supports 1-8 players.
It was a bit better when the memory addresses were known IO registers, but not by much.
Yeah, I had perfect disassembly, since that's a purely mechanical process. I used da65, which worked reasonably well.
But you don't get any function names that way, obviously. Claude would claim some random function were applying friction based on just a subtraction. And a variable that had 2 possible states was named player_id, when the game supports 1-8 players.
It was a bit better when the memory addresses were known IO registers, but not by much.