So then I thought, wouldn't it be great if instead of having to disassemble code and translate it to extract encrypted/compressed data, I could just run the actual native decompression code in Noesis, after doing a little bit of work to figure out what the function expects as stack/register inputs. These days everyone seems to just be lazy and use zlib. I suppose good platform compression standards were a tiny bit harder to come by back then, though. At least they did, back in the Saturn-PS2 eras. I know that when I'm developing a game and have need to compress some data, my first thought is generally not "I think I will waste hours of development time by making a brand new compression algorithm." Apparently, however, a lot of other developers differ from me in this respect. More related to the task, though, I've been wanting a way to avoid hand-translating a bunch of disassembled R5900 code every time I run into a new compression method. This was kind of born on a tangent from initially just wanting to be able to debug retail PS2 games. That would be a new R5900 emulator for Noesis. Because I never even try to write meaningful things here anymore, I thought it might be a nice change of pace to actually mention something I've been working on lately.
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