N
nfitc1
Guest
Someone recently (Don't know whom) asked for a list of sections of code that don't get executed in the exe. I would like to attempt to compile this information as my efforts to reverse some things constantly clue me into unused sections:
0x4079B8 - 0x40800F //starting off early and large, this looks like it used to be a large debug sub that simulated the loading and parsing of lgp files. Doesn't seem to get run.
0x7443E7 - 0x7443FF //related to the above, this was loaded after selecting the appropriate midi lgp file
0x40AC8E - 0x40AC99
0x40B276 - 0x40B27A //one of those winxfltr functions here that doesn't get called. I don't know why there are so many in this file....
0x40B373 - 0x40B3FF //Might have something to do with playing movies. Uses a range of static bytes that don't get used elsewhere.
0x7BB1D0 - 0x7BB377 //Range of values used by above function. Doesn't look like it does anything.
0x40F0C7 - 0x40F0CA
0x40F4F0 - 0x40F5CF
0x40F8F0 - 0x40F99F
0x40FF60 - 0x40FFBF
0x410056 - 0x41034F
0x410550 - 0x41080F
0x418DD4 - 0x41920F //might actually be used for software rendering. It's actually two functions. The first has to do with error messages related to D3D Devices. The second one is related, but I'm not sure how.
0x41AD4B - 0x41B092
0x41CD2D - 0x41CF09
0x41F1C3 - 0x41F39B //actually three different funcs called by a function above
0x41FB15 - 0x41FB1B \
0x41FA5A - 0x41FA6F | there are lots of these little do-nothing snippets that are easily overlooked.
0x41FB15 - 0x41FB1B /
0x430266 - 0x4302E7
0x430CE4 - 0x430CF9
0x5C1FBC - 0x5C206F
0x5C8C82 - 0x5C8CF9
0x5E1D93 - 0x5E23F5 //looks like PSX code residue. Morphing models and testing hrc files and the like
0x5E2908 - 0x5E2A0F
0x5F4C67 - 0x5F4CA5
0x5FA68B - 0x5FA6F4
0x5FA761 - 0x5FA781
0x60B6F3 - 0x60B9CF
0x6384B0 - 0x6384E5
0x64060D - 0x64085B
0x64179F - 0x6417D5
0x6417DE - 0x641950 (?)
0x64271C - 0x642ACC
0x64B16A - 0x64B562
0x663C2F - 0x66415F
0x6672A1 - 0x6672CF
0x68FFA4 - 0x690052
0x6E2E5B - 0x6E2FA8
0x703828 - 0x703ABC
0x75AADC - 0x75AB4F
0x76C3C1 - 0x76C57D
0x77F324 - 0x77F397
0x7B1997 - 0x7B1A3F
Not so sure about these:
0x6CBD54 - 0x6CBD64
0x71FF95 - 0x72007F
0x719D7A - 0x719DBD
0x71A6E6 - 0x71A7A8
0x71FF8B - 0x71FF94
0x71AAA3 - 0x71E1E6 //this one is HUGE (14,147 bytes!) g and calls 357 different subs, many of which are uniquely associated with this function.
I think this might have been part of the shop menu at one time seeing all the text that is associated with it. It would be executed if 0xCC0D89 had a value of 8, but that can't happen.
These are actually called if 0xCC0D89 has a value of 9, which can happen. I'm not sure what conditions cause it, but I'm striking these from the list.
That's all I have for now. I'll update this as I find more. Feel free to chime in and let me know of other places that aren't used and I'll add them to the list.
0x4079B8 - 0x40800F //starting off early and large, this looks like it used to be a large debug sub that simulated the loading and parsing of lgp files. Doesn't seem to get run.
0x7443E7 - 0x7443FF //related to the above, this was loaded after selecting the appropriate midi lgp file
0x40AC8E - 0x40AC99
0x40B276 - 0x40B27A //one of those winxfltr functions here that doesn't get called. I don't know why there are so many in this file....
0x40B373 - 0x40B3FF //Might have something to do with playing movies. Uses a range of static bytes that don't get used elsewhere.
0x7BB1D0 - 0x7BB377 //Range of values used by above function. Doesn't look like it does anything.
0x40F0C7 - 0x40F0CA
0x40F4F0 - 0x40F5CF
0x40F8F0 - 0x40F99F
0x40FF60 - 0x40FFBF
0x410056 - 0x41034F
0x410550 - 0x41080F
0x418DD4 - 0x41920F //might actually be used for software rendering. It's actually two functions. The first has to do with error messages related to D3D Devices. The second one is related, but I'm not sure how.
0x41AD4B - 0x41B092
0x41CD2D - 0x41CF09
0x41F1C3 - 0x41F39B //actually three different funcs called by a function above
0x41FB15 - 0x41FB1B \
0x41FA5A - 0x41FA6F | there are lots of these little do-nothing snippets that are easily overlooked.
0x41FB15 - 0x41FB1B /
0x430266 - 0x4302E7
0x430CE4 - 0x430CF9
0x5C1FBC - 0x5C206F
0x5C8C82 - 0x5C8CF9
0x5E1D93 - 0x5E23F5 //looks like PSX code residue. Morphing models and testing hrc files and the like
0x5E2908 - 0x5E2A0F
0x5F4C67 - 0x5F4CA5
0x5FA68B - 0x5FA6F4
0x5FA761 - 0x5FA781
0x60B6F3 - 0x60B9CF
0x6384B0 - 0x6384E5
0x64060D - 0x64085B
0x64179F - 0x6417D5
0x6417DE - 0x641950 (?)
0x64271C - 0x642ACC
0x64B16A - 0x64B562
0x663C2F - 0x66415F
0x6672A1 - 0x6672CF
0x68FFA4 - 0x690052
0x6E2E5B - 0x6E2FA8
0x703828 - 0x703ABC
0x75AADC - 0x75AB4F
0x76C3C1 - 0x76C57D
0x77F324 - 0x77F397
0x7B1997 - 0x7B1A3F
Not so sure about these:
0x71FF95 - 0x72007F
0x719D7A - 0x719DBD
0x71A6E6 - 0x71A7A8
0x71FF8B - 0x71FF94
0x71AAA3 - 0x71E1E6 //this one is HUGE (14,147 bytes!) g and calls 357 different subs, many of which are uniquely associated with this function.
I think this might have been part of the shop menu at one time seeing all the text that is associated with it. It would be executed if 0xCC0D89 had a value of 8, but that can't happen.
These are actually called if 0xCC0D89 has a value of 9, which can happen. I'm not sure what conditions cause it, but I'm striking these from the list.
That's all I have for now. I'll update this as I find more. Feel free to chime in and let me know of other places that aren't used and I'll add them to the list.
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