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 â„–35840[Quote]

Can anyone help me figure this games architecture out? Ideally if you have some experience and knowledge in game reverse engineering.

I've got a game .DLL that I absolutely just can't understand and neither can AI tools. I've been working on it for like 2-3 months and I just don't understand how it works, I've tried just about everything and I still have no clue.

I'll be more than glad to share it, I can share it as a Ghidra project (.GPR) or I can give you the actual .DLL with the .MAP symbols file (which you can apply to the DLL), it's absolutely FULL of descriptive symbols so you shouldn't have to worry about that.

I roughly understand most of it but what is crazy is how devoid of logic flow it is, no task graph, no event que or message pump, no nothing.

Most I've managed to trace that relates to the actual game flow is the startup sequence up to the splash screen, after that I absolutely have no idea how it manages to get to the main menu or the loading screens or whatever else. It's a literal OOP hell filled to the brim with 6 million classes o algo that don't even do shit other than Update, Register, ::Init, etc. What can I even do? My debugger doesn't show anything either, theres no DRM or protectors, packers to worry about. I'm cooked o algo

 â„–35841[Quote]

what game

 â„–35842[Quote]

>what game
Gem Cry 3/4 same engine



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