this post was submitted on 03 Jan 2024
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I see a lot about source codes being leaked and I'm wondering how it that you could make something like an exact replica of Super Mario Bros without the source code or how you can't take the finished product and run it back through the compilation software?

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[–] fenynro 72 points 11 months ago* (last edited 11 months ago) (13 children)

The long answer involves a lot of technical jargon, but the short answer is that the compilation process turns high level source code into something that the machine can read, and that process usually drops a lot of unneeded data and does some low-level optimization to make things more efficient during actual processing.

One can use a decompiler to take that machine code and attempt to turn it back into something human readable, but will usually be missing data on variable names, function calls, comments, etc. and include compiler-added optimizations which makes it nearly impossible to reconstruct the original code

It's sort of the code equivalent of putting a sentence into Google translate and then immediately translating it back to the original. You often end up with differences in word choice that give you a good general idea of intent, but it's impossible to know exactly which words were in the original sentence.

[–] Squizzy 9 points 11 months ago (12 children)

Thank you, sorry to push further but my understanding is that computers deal with binary so every language is compiled to machine code, which I took as binary.

So if the language has elements being removed and the machine doesn't need them shouldn't you get back out exactly what is needed to do the task? Like if you compiled some code and then uncompiled it you would get the most efficient version of it because the computer took what it needed, discarded the rest and gave it back to you?

[–] fenynro 17 points 11 months ago* (last edited 11 months ago) (1 children)

It depends on the specifics of how the language is compiled. I'll use C# as an example since that's what I'm currently working with, but the process is different between all of them.

C#, when compiled, actually gets compressed down to what is known as an intermediate language (MSIL for C# specifically). This intermediate file is basically a set of genericized instructions that are not linked to any specific CPU. This is useful because different CPUs require different instructions.

Then, when the program is run, a second compiler known as the JIT (just-in-time) compiler takes the intermediate commands and translates them into something directly relevant to the CPU being used.

When we decompile a C# dll, we're really converting from the intermediate language (generic CPU-agnostic instructions) and translating it back into source code.

To your second point, you are correct that the decompiled version will be more efficient from a processing perspective, but that efficiency comes at the direct cost of being able to easily understand what is happening at a human level. :)

[–] Squizzy 1 points 11 months ago (2 children)

Could I trouble you to go deeper? I'm think I'm getting it but if we were to say uncompile GTA V or Super Mario Bros, could we make changes and figure it out from there or would it be complete nonsense with no way points to jump in at and get a grip on what is being done.

On a side note I was told once that everything is 1s and 0s and as a result that someone could type a picture of you if they got the order right. This could be why I'm so wrong in my understanding given I'm now assuming this was bullshit.

[–] mindlessLump 8 points 11 months ago

Here is a real world example of someone doing some reverse engineering of compiled code. Might help you understand what is possible, and some of the processes. https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/

[–] [email protected] 3 points 11 months ago

At a very low level, yes, everything is 1s and 0s. However, virtually nobody deals with binary anymore. Programming languages are abstractions over abstractions over abstractions not to have to deal with typing binary.

The point of programming languages is for humans to be able to read it and make sense out of it. It’s a way to represent in a kind of intermediate language that’s halfway between something humans can read and computers can interpret.

Say the game’s programmer wants to handle moving your character right on pressing the right arrow key. They might write some function called “handleRightArrow()”, which does whatever. Then your compiler will turn this to some instructions - read stuff in RAM at address XYZ, copy it over, etc. The original code with readable names, comments, documentation, proper organization, it’s gone. Once you decompile, it’s gonna be random function/variable names, compiler might have rewritten some parts of the implementation as automatic optimizations, unlined some functions, etc. The human readable meaning of the code is lost. It does the same thing as the original code, but it isn’t the original code either.

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