Now, that we've relentlessly squandered all of it, well, that's on us.
But yeah, it is crazy complex
if (hitByMissile == True) {
lives--;
if (lives == 0) playing = False;
}
; next address is 0x8f02
it might turn into: ld a, (4011h)
jr z, 8f02h
ld a, (4020h)
dec a
ld (4020h), a
jr z, 8f02h
xor a, a
ld (0x4021h), a
; next address is 8f02h
That might disassemble back to C as: if (var4011 != 0) {
var4020--;
if (var4020 == 0) {
var4021 == 0;
}
}
like that. Less readable, because we have no variable names, and not identical to the source code but probably close enough, but the important thing is we don't care if we understand it or not. If we declare a variable that our original code stores at 4020h in a 16-bit address space, but it ends up somewhere wildly different in our 32-bit address space because we're recompiling on a newer machine, we don't care - we just care that the name gets used consistently.If you then read through the disassembled source you could start to piece together what the variables are, though.
The typical code generator for a compiler uses all kinds of boilerplate for common constructs (loops, function calls, data access) and once you know about these you can usually recognize them on sight.
Optimizing compilers can make this quite a bit harder by the way, extra passes that do all kinds of reshuffling to get rid of instructions, to combine them and to move things from memory into registers.
You can usually tell compilers to output assembly code, doing that for a program that you wrote yourself is a good exercise to see how your high level code translates into lower level code. And with optimization off all you see is the code generator's output.