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 →
Using sound effects to identify routines
My next idea for identifying blocks of code comes from the idea that when an event happens in the game, a sound effect is usually played - for example, when shooting, there is a "shooting" sound effect. If I can figure out the addresses of the sound effects, it might be a clue as to... Continue Reading →
How Aira Force transformed my approach
I discovered Aira Force in late December 2024, and I've only been using it for the past 50 days (on and off, because January is a busy month) but it has really accelerated my efforts in understanding Wicked. I feel like I have made more progress in the past month than I have over the... Continue Reading →
