HMAPL Update: All Hail The Cloud
Hello everyone.Ā Itās been a while.
To recap some of my previous posts about the HMAPL Project, I was trying to decompile the gameās code at one point from itās main executable file.
Due to some complications in the code, I was never ultimately able to find any machine that exists with enough pure RAM to satisfy the optimization procedure, resulting in large, confusing, inefficient code.Ā However, the retdec program I was using can also useĀ āvirtual memoryā which includes aĀ āpage fileā stored on the hard drive.Ā The downside to using a page file is that itās much slower than RAM, and also can cause all other running programs to slow down or crash.
So to solve my issues, I was able to create a Windows Server 2016 virtual machine on Google Cloud that included:
1 vCPU
52 GB Memory
2 TB Standard persistent disk
Windows Server 2016 Datacenter
Once configured, I installed the necessary retdec software, manually set the page file to a size of 1.8TB and let the program do itās thing. I made sure not to even log in while the app was running, as even that could mess with memory usage and cause a system crash.Ā I instead based my readings off of the CPU/disk activity from the Google Dashboard.
It took roughly 12 days for the program to run itās full course with optimizations, but it actually did complete successfully.
I decided to go with a python interpreter, as that should make the code overall simpler to interpret.Ā The code can be found on my [GitHub].
Itās worth noting that the decompiled code is not the same code that the developers would have used to create the game.Ā This is just a file generated using AI to interpret the executable powerpc data of the game.
Iāll be going over the new code dump over the next few weeks to see what I can find, and will post back with my results.











