I'm currently working on a fork of bsnes-plus that outputs a text file with a full disassembly of all executed SNES code, as well as descriptions for game script. I designed it to work with Romance of the Three Kingdoms II, but I'm trying to modify it to make it more game independent. It works nearly flawlessly with Rotk2, and I'm testing on Secret of Evermore now, but I have some questions.
First off, I've heard talk of both scripting and compressed code. Is there really a difference? I would imagine that the compression procedures used for graphics and such would be pretty terrible at compressing code. Logically scripting would be the most effective way to reduce the size of code. By scripting, I'm referring to using a series of sequential ROM values that are used to determine the destinations of one of the indirect jmp/jsr opcodes. So kind of like reading a series of indexes to a function pointer array, in the SNES way. As far as I can tell, there isn't really very clear terminology for discussing the subject. Games that use scripting run a lot like emulators, where each "opcode" is part of a totally new instruction set. I've been referring to them as "script commands" to differentiate, although I'd love to know if there is better existing terminology to use.
Second, does anybody know of any examples of games that use scripting OR otherwise compressed code? I know Rotk2, SoE, and some more Koei games use scripting, but I'm sure there are more. Is there any game that uses a compression procedure other than scripting for code?