> Here is an idea how to possibly solve this problem. playing through
> phoenix time after time is exhausting for one person, but if 1000
> people played it, each doing their part? Here is what to do; Write an
> emulator-translator (the user will only see this as an emulator),
> this emulator-translator should send the translated code to some
> central server that will keep track of all the translated code. Based
> on code on this server, we can translate the game to a smaller,
> handheld device, without doing all the playing ourselves. As a bonus,
> the finished translated game could be sent to all the players, as
> some sort of reward.
>
> What do you think about the idea?
I think you may be on to something, but maybe the details aren't
quite optimum yet. I'm sorry I haven't posted sooner, and indeed
I'm so busy at the moment I can't write a proper mail just now either;
but I will follow up later this week with some ideas.
Quick comment: did you rely 100% on finding the jumps by playtesting
or did you also do a tree-walk of the code with a disassembler?
If you also want to do manually disassembly you can find things like
jump tables which playtesting and auto-disassembly might miss.
Anyway, what I'll post about later is on what information exactly
you want to store and/or report, and on the transparency of
fallback emulation.
Graham