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Scooby-Doo! Mystery Mayhem
PORTSNATIVE

Scooby-Doo! Mystery Mayhem

NATIVE PORTACTION / ADVENTUREWINDOWSALPHA

Scooby-Doo! Mystery Mayhem

OriginPlayStation 2

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

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About the project

Scooby-Doo! Mystery Mayhem es un videojuego de acción y aventura publicado por THQ en 2003.

Official project information

Author's original READMEOpen on GitHub ↗

Scooby-Doo! Mystery Mayhem — PC port (Rust / Bevy)

A fan-made PC port / recompilation of the PlayStation 2 game Scooby-Doo! Mystery Mayhem. The game's engine and its game-logic modules were reverse-engineered and rewritten in Rust; rendering, audio and input run on Bevy.

No game assets are included. This repository contains only code. Every game file — levels, models, textures, sounds, videos, text, and the data images of the game-logic modules — is read at run time from your own disc image of the original PS2 game. You must own the game legally.

Requirements

  • A Rust toolchain (stable, edition 2024), cargo.
  • A disc image (.ISO) of Scooby-Doo! Mystery Mayhem for PS2 (the port was developed against the SCEE disc, Scooby Doo Mystery Mayhem.ISO). If the disc does not hold a module the port expects, it stops with an error naming the missing module (modules are verified by SHA-1).

Disc image location

Pass --iso <path>, or place Scooby Doo Mystery Mayhem.ISO in one of (relative to the current directory): ../, ./, ../../. Tests expect it at ../Scooby Doo Mystery Mayhem.ISO relative to recomp/.

Build and run

cd recomp
cargo run --release --features game --bin game -- --iso "path/to/Scooby Doo Mystery Mayhem.ISO"
cargo run --release --features game --bin game -- EP1/L02          # start at a level
cargo test --release                                              # tests (need the ISO)

Command line

FlagMeaning
LEVEL (e.g. EP1/L01, EP2L01A)level to start (default EP1/L01)
--iso <path>disc image
--aspect 4:3|16:9|21:9|32:9|auto|W:Haspect ratio (Hor+ widescreen; default auto)
--res WxHwindow (or headless target) size
--rtenhanced post-processing (HDR, bloom, FXAA, sharpening; cargo feature rt)
--headless, --frames N, --shots DIRrun without a window / for N frames / save screenshots

Controls: keyboard, mouse and gamepads, rebindable through controls.toml (written on first run) — see CONTROLS.md.

Status

Playable: Episode 1 levels L01–L03A and the Episode 2 level chain. Other levels load but their game-logic is partially ported. See ROADMAP.md and ENGINE_PORT.md for details.

Third-party code

vendor/na_mpeg2_decoder is a patched copy of na_mpeg2_decoder 0.1.0 (MPL-2.0, https://github.com/xmoezzz/siglus_rs).

Disclaimer

This is an unofficial fan project, not affiliated with or endorsed by Warner Bros., Hanna-Barbera, THQ, or Artificial Mind & Movement. Scooby-Doo and all related characters and elements are trademarks of and © Hanna-Barbera / Warner Bros. Entertainment Inc. No copyrighted game data is distributed with this project.

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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
alpha
Original platform
PlayStation 2
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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