Which steps are needed to create the source code of a game using IDA Pro 5.2? Which steps are needed to create the source code of a game using IDA Pro 5.2? Besides a game, the xextool and its plugin. How difficult is it to reveal the actual source code? There is not much to be found on the topic... What are the best practices? Are there people who have actually managed any success? If it is not to be brought out in the open? Can someone send tips and guidance by pm?
It isn't possible to completly decompile the source, as OE said, but you can always get close to it by having the pdb file (the symbols). Though rare, they have been found in a few debug games that have been floating around the internet.
pdb file is not an obligation, it's for windaube platform. On other paltform exemple ps2, symbols can be directly on the ELF file, there are call "not stripped". I list some ps2 game which are not stripped : alpine_racer_3_namco, dark_cloud_2_us, devil_may_cry, quake_3_revolution and ring_of_red. I post these executables at the next link : http://cruithne.stu-team.com/~emvivre/game_ps2_non_striped/ I think we should download all games and do an automatic mass analysis to know which games are stripped or not. I already do that for n64 games, it very easy because there aren't so many : those are games which contain game's symbol to my mind http://cruithne.stu-team.com/~emvivre/game_n64_non_striped/
I tried deompiling using REC 2.2 and boomerang which creates C code but is difficult to use because of bugs you need to work in small steps.