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Digimon World 4
PORTSNATIVE

Digimon World 4

NATIVE PORTROLE-PLAYING / RPGWINDOWSALPHA

Digimon World 4

OriginNintendo GameCube

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Digimon World 4 es un videojuego de rol publicado por Bandai Namco Entertainment en 2005.

Official project information

Author's original READMEOpen on GitHub ↗

Regarding AI use

The goal of decompilation is to obtain the game’s source code in a human-readable format. If you wish to fork the repository to continue the work using AI and agents, please feel free to contact me directly on Discord so that I can assist you personally and provide further information on how best to achieve this goal.

https://discord.com/users/286968262858637312

I repeat, the goal is to obtain high-quality, human-readable code.

I do not support Slopcomps in any way.

Do not fork the repository if you are delegating work to agents without knowing how decompilation works, how to use tools such as Ghidra and IDA, or how dtk-template works.

dw4-gc

A work-in-progress decompilation of Digimon World 4.

This repository does not contain any game assets or assembly whatsoever. An existing copy of the game is required.

Supported versions:

  • GDJEB2: Rev 1 (USA)

Dependencies

Windows

On Windows, it's highly recommended to use native tooling. WSL or msys2 are not required.
When running under WSL, objdiff is unable to get filesystem notifications for automatic rebuilds.

  • Install Python and add it to %PATH%.
    • Also available from the Windows Store.
  • Download ninja and add it to %PATH%.
    • Quick install via pip: pip install ninja

macOS

  • Install ninja:

    brew install ninja
    

wibo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.

Linux

  • Install ninja.

wibo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.

Building

  • Clone the repository:

    git clone https://github.com/my/repo.git
    
  • Copy your game's disc image to orig/GDJEB2.

    • Supported formats: ISO (GCM), RVZ, WIA, WBFS, CISO, NFS, GCZ, TGC
    • After the initial build, the disc image can be deleted to save space.
  • Configure:

    python configure.py
    

    To use a version other than GDJEB2 (USA), specify it with --version.

  • Build:

    ninja
    

Diffing

Once the initial build succeeds, an objdiff.json should exist in the project root.

Download the latest release from encounter/objdiff. Under project settings, set Project directory. The configuration should be loaded automatically.

Select an object from the left sidebar to begin diffing. Changes to the project will rebuild automatically: changes to source files, headers, configure.py, splits.txt or symbols.txt.

Progress

Thanks for checking out the project!

Please keep in mind that progress might be a bit periodic right now as I’m currently balancing development with my university studies and mental health. I’m working on it whenever I get a chance.

Contributions, feedback, and pull requests are always welcome!

View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Role-Playing / RPG
Status
alpha
Original platform
Nintendo GameCube
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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