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 →
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 →
