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Why should I use this over binary hacking
Binary hacking is, for the most part, very limited. New features are hard to add without the base functionality being present already and tweaked as a result. On top of that, binary files are not readable by humans, unlike to code. While you may pass modified values to some functions, these values don’t necessarily correspond to a specific action. In addition to that, hurdles of debugging and binary patching are often required to even see something different.
The decompilation, on the other hand, allows for the use of C code, in writing new functions and editing the game mechanics to one’s liking, with more clarity. Some statements in the code are self-explanatory, and unlike binary hacking, modifying the code can serve a person well in real life as it is a valuable skill to use in the industry.
There is also another, if not the most important advantage to using decompilations:
Unlike binary hacking, one can easily change the size, locations, even the members of most* variables at their will. The linker (ld
, in the build process), does the work for you, recalculating and modifying references to variables. Gone are the days of worrying about remaining free space; we just don’t do that here.
*This is due to the incompleteness of the decompilations; for example, SaveBlock2 cannot be modified as of yet since there are many functions that reference it that are not decompiled.
Before you start hacking, it is recommended that you have some experience in coding in either: C, C#, Java, or any other C-like programming language, if you want to use use the decompilation.