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