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Now let's use the function at C1/002D as an example (C1/0020 in jump table). This is because a jump table is used by the JMP at C1/0005 and IDA won't take all possible paths in this case (Fig.2). You'll see in the function window bank C1 is completely overlooked except the entry function (C1/0000). I have not checked all of them but those I've check had the right code at the right place, meaning it works well. There should be hundreds of functions disassembled shown on left (function window). Select the good processor and click set (see Fig.1). Open IDA, and click File -> Open and select your ROM. I'm not giving a Visual Studio newbie tutorial here!Ĭopy both files respectively in the loaders and procs folders of your IDA installation. Step 1: Setting up SNES loader & processor
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It's not exactly the case with SNES or GBA games, but we are still way ahead of disassemblers that do only sequential disassembling creating garbage code when hitting data. Unless other disassemblers, IDA Pro will take every branches and jumps possible from the first function which in theory could disassemble a whole game with one click. I only started to use it recently so bare with me, I don't have answers to all questions but knows enough to get interesting results.
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I'm going to show you basic stuff with IDA Pro. 1) Disassemble partially a SNES ROM (first steps)Ģ) Disassemble partially a GBA ROM (first baby steps)ģ) Understand some very basic IDA Pro functionalitiesĥ) FF6A ROM (European version used in example but it really doesn't matter)