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Picture this: you’re a DevOps engineer in charge of an on-premises, five-rack datacenter hosting a heavy CI/CD load.
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While my biggest affront to computer science to date is ghidra-delinker-extension, it is not the only questionable thing in this field that I’ve done.
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What?
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It’s been a while.
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As the lack of updates might suggest, I’ve taken a break from my Tenchu: Stealth Assassins reverse-engineering/decompilation project.
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Previously in this series of articles, we’ve perfected the art of modifying the code of Tenchu: Stealth Assassins on its native platform as if it was made out of Lego™, thanks to the power of delinking.
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Previously in this series of articles, I’ve provided a potpourri-style update on this project due to a lack of demonstrable progress.
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Previously in this series of articles, we’ve completed the rescue of the debugging data that was nearly lost to the mists of time onto a more tangible vessel.
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Previously in this series of articles, we’ve discovered that the debugging symbols file PSX.SYM doesn’t match the PSX.EXE artifact we have on hand.
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Previously in this series of articles, we’ve analyzed some leftovers hidden inside the AFS archive of the demo version of Tenchu.
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Previously in this series of articles, we’ve messed with the archive code of Tenchu and uncovered some juicy leftovers in the earliest versions of the game.
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Previously in this series of articles, we’ve started to tear apart the game, beginning with the memory allocator.