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Golden Sun: The Broken Seal
PORTSNATIVE

Golden Sun: The Broken Seal

NATIVE PORTACTION / ADVENTUREWINDOWSLINUXMACOSALPHA

Golden Sun: The Broken Seal

OriginGame Boy Advance

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

Golden Sun: The Broken Seal es un videojuego de acci�n y aventura para Game Boy Advance, lanzado en 2001.

Official project information

Author's original READMEOpen on GitHub ↗
<h1 align="center">Golden Sun</h1>

A work-in-progress matching decompilation of Golden Sun (GBA, 2001), based on gsret's disassembly.

Target: USA goldensun.gba, SHA1 5c4695205413df7db52b9a184815a07783999971.

Progress

Functions matched Code bytes matched

Each rectangle represents a translation unit, sized by original code bytes and colored by matching progress. Click the treemap for unit and function details.

Golden Sun matching progress by translation unit

Getting started

  • Build and diff setup
  • Contributing and matching requirements

The build uses patched GCC 2.96 from camelot-gcc, with old_agbcc for the stock m4a audio engine and most Flash library C. make clean && make compare builds the ROM and checks it and all 96 code overlays against the original game.

Contributions are welcome, including matching C, reverse-engineering findings, and cleanup of existing fakematches. New fakematches are not accepted. See CONTRIBUTING.md for the source and verification requirements.

Repository layout

PathContents
src/core/Startup, resident runtime code and the standalone RAM library
src/<module>/Descriptive main-ROM modules, such as field_engine, field, ui, battle and battle_anim
src/maps/*.cMap and other code overlays, one named translation unit per bank
src/maps/common/The three shared overlay modules, compiled once each
src/lib/GBA library code, including m4a and Flash support
src/non_matching/Parked candidates and context headers, grouped by current TU ownership
asm/core/, asm/<module>/, asm/maps/Active assembly fragments for the corresponding source TUs
data/ and exports/Maintained data assembly and exported symbols
linker/Main-ROM and overlay linker scripts; address maps under linker/symbols/
include/C headers and assembler macros
tools/Build and comparison tools
build/Build output only (ignored); make clean deletes it

Overlay linker scripts are named by ROM offset (linker/overlays/rom_XXXXXX.ld) and, with the main-ROM scripts, name every object that is built. Standalone assembly lives under src/; disassembly included by C files stays under asm/. Paths in original_functions.json are the original disassembly's, not current paths.

References

  • decomp.me: function-matching sandbox.
  • asm-differ and decomp-permuter: comparison and matching tools.
  • SAT-R/sa2, zeldaret/tmc, pret/pokeemerald, and pret/pokefirered: related GBA projects.

Credits

  • gsret: the original Golden Sun disassembly.
  • FutureFractal: Ghidra annotations, function and global names, and GS-headers.
  • Tarpman: compiler-reproduction and source-shape analysis.
  • Karathan: compiler flag characterization, including -fcall-used-r4 -ffixed-r7.
  • pret: GBA decompilation methodology and agbcc, including old_agbcc and the compiler installation pattern used by camelot-gcc.
  • SAT-R/sa2: the m4a ("Sappy") reconstruction used by this project's audio-engine C port.
  • simonlindholm: asm-differ and decomp-permuter.
  • The wider decompilation community: the techniques and tooling developed through sm64, oot, mm, pret, zeldaret, SAT-R, and other projects.

For credit corrections, please open an issue. See ATTRIBUTION.md for component notices.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
alpha
Original platform
Game Boy Advance
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 3

Windows
Linux
macOS
View on GitHub
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