Gamemaker - Studio 2 Decompiler
YYC completely bypasses bytecode. It translates your GML code into C++ code, which is then compiled into native machine code (an .exe file) using a platform-specific compiler (like Visual Studio).
Code comments ( // comment ) are completely ignored by compilers. They do not exist in bytecode, so they cannot be recovered.
The existence and use of a GameMaker Studio 2 (GMS2) decompiler sit at the intersection of technical curiosity, intellectual property rights, and the ethics of the indie game development community. While these tools offer a window into the inner workings of complex software, they also raise significant concerns regarding the security of a developer's hard work. The Technical Landscape of Decompilation gamemaker studio 2 decompiler
To understand why decompiling is so challenging, you need to know what happens when you hit the "compile" button in GameMaker. Your human-readable code is understood by GameMaker's Virtual Machine (VM) or compiled into C++ (using the YYC compiler), then bundled into an executable package.
An older tool suite that helped pioneer the parsing of GameMaker’s chunk-based file format. YYC completely bypasses bytecode
A decompiler is a software tool that takes compiled code as input and attempts to recreate the original source code in a high-level programming language. Decompilers are often used in reverse engineering, debugging, and code analysis. In the context of GameMaker Studio 2, a decompiler would aim to convert the compiled game code back into GML (GameMaker Language), the scripting language used in GMS2.
While decompilation is often associated with software piracy, there are several legitimate, educational uses for these tools: They do not exist in bytecode, so they cannot be recovered
Are you trying to you created, or analyze an existing game ?
Understanding GameMaker Studio 2 Decompilers: Tools, Ethics, and Functionality