> You mean if the code is compressed or otherwise not part of the code segment but > "hidden" somewhere in the data segment and indistinguishable from the rest of the > data, or what R. Belmont calls - problem of "accidentally" compiling data, or is > there more and something else?
Arcade ROMs are normally raw binary data - there is no ELF or EXE structure involved, and therefore there is no "code segment" or "data segment", there is only bytes.
Worse, most 32-bit games copy code from ROM to RAM before executing it, so multiple ROM chunks execute from the same RAM space over the lifetime of the game. A DRC can handle that easily enough (just flush the old code); a static recompiler would be in serious trouble. There's a reason the static-recompiler N64 emulator only ran like 3 games while DRC ones like Project64 run everything.