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Sound effects event system

Previously, I thought a way to uncover what was happening in the code in Wicked was to look at the sound effects and tie the sounds to when they were triggered. I was left looking at where the value of D0 was set, and this led me into discovering the event signalling mechanism in Wicked.... Continue Reading →

Manhattan Distance

The way growth spreads in Wicked has always fascinated me. Ever since I read that the four types of growth have different ‘intelligences’ in the player's guides, I’ve wanted to figure out exactly how it works. Now, after digging into the game's code, I’ve tracked down the growth routine, and with some help from Aira... Continue Reading →

Disassembling with AI

It's been a busy couple of weeks at work, and so I've not been able to spend much time with the disassembly. I decided to experiment with ChatGPT to see if that could give me a speed boost. Obviously, the dream would be to outsource all the effort to a tool that could quickly and... Continue Reading →

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