... Andromeda Decompiler

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About

Andromeda Decompiler  (AD) - is an attempt to create the universal interactive program environment for reversive engineering, two main features of which, are:
  • Research and investigation of binary modules at a level of source codes;
  • Partial or full their restoration up to recompilable forms;
At present the project is in stages of development and its application is limited to the purposes of demonstration and estimation.

Universality of the AD means its ability to perceive input files from various target platforms and to give out a source code in desirable language of a high level. Though at present the program is intended only for 32-bit Intel x86-compatible frontend and C/C++ backend, its kernel is developed with this opportunity in mind.

AD is an interactive decompiler. It means that the user takes active participation in the decompilation process. AD is not an automatic analyser of programs. AD will hint you of suspicious situations, unsolved problems etc. It is your job to inform AD how to proceed.

All the changes made by you are saved to disk. When you start AD again all the information about the file being decompiled is read from disk and you can continue your work.

For other commands please refer to the Quickstart section and the program help.



Click to enlarge image


News
May 31, 2005 - Ok, at this time the demo-version 0.69 is downloadable for public. The interactive disassembler was integrated into the environment, the segmentation model is unveiled, improved user interaction, and many, many bugs were tracked and annihilated. It's getting more powerfull, so, maybe, soon you'll get your balls to the wall, man...
March 7, 2005 - At last, a demo-version 0.65 was released (now it is much more stable and seems like the docs soon will come, so check it here).
October 23, 2004 - A demo-version 0.62 was released (bunch of bugs was fixed, local vars now are movable, the problem of names clashing arised).
September 26, 2004 - First public release of the demo-version 0.61 made avaiable.
March 18, 2004 - This wildish godforsaken place appeared in a network.
July 25, 2001 - First lines of code for the project were written.




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