I think I may have misunderstood what he was proposing. I assumed the goal was to support new SNES game development by letting you work mostly in C without worrying too much about pure assembly, and then having the tool convert that code back into something that runs optimally on the SNES. Since he was talking about doing game-to-PC code conversion, I figured the long-term idea might be to eventually make the reverse possible: develop primarily in C, use the tool to automatically convert it to assembly, and have it run efficiently on the SNES. I also imagined you could go back and forth during development to create a more efficient and practical modern workflow.Oziphantom wrote: Sun Nov 16, 2025 9:31 pmThere are some games on the SNES that were written in a C compiler. Earthbound for example, which you could do the de-compilation for. Mortal Kombat also has some really weird stuff going on, I think Sim City was also C. So those games you can. Mario Paint, Picross games. You are probably looking at ~20.. 50 tops.SNES AYE wrote: Sun Nov 16, 2025 4:11 pmDoes “basically” mean literally impossible, or just extremely difficult? If it’s the latter, I’d like to encourage anyone willing to take on such a huge challenge in the SNES development community.
Some games will be basic bitch enough that a C decomp would be possible for the vast majority of it. Then a small percentage of games will be at best "yes this is a giant single function with gotos everywhere and a bunch of global variables that make registers rather than actual C functions" "decomp" and then a lot of games will be "here be dragons, not going to happen" of which Capcom games would be an example.
It sounds like I got that entirely wrong. If that’s the case, then what is the benefit of converting existing SNES game code into C?