Apparently their early SNES titles (e.g. Romance of the Three Kingdoms II) do use the same bytecode. Because the virtual machine has no support for an address space larger than 16 bits, they have to constantly copy bytecode and data overlays into RAM, simulating a bankswitched 64K machine.Oziphantom wrote:Why not look at and extract the 16bit KOEI titles to see if they already have the above in 16bit?
I had a very brief look at a couple of later SNES Koei games (Uncharted Waters 2 and Genghis Khan 2) and they both look like compiler-generated 65816 code (tons of stack-relative addressing, etc.). So it looks like Koei switched to a different compiler at some point, one that produced native 65816 rather than bytecode. It's a bit interesting that the Famicom version of Genghis Khan 2 (Aoki Ookami to Shiroki Mejika: Genchou Hishi) is interpreted while the SNES version is native 65816.