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NASCAR Heat 2002
PORTSNATIVE

NASCAR Heat 2002

NATIVE PORTRACING / DRIVINGWINDOWSLINUXMACOSALPHA

NASCAR Heat 2002

OriginGame Boy Advance

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

NASCAR Heat 2002 es un videojuego de acción y aventura en 2001.

Official project information

Author's original READMEOpen on GitHub ↗
<h1 align="center">NASCAR Heat 2002</h1> <p align="center"> <img src=".github/media/desktop-port.png" width="480" alt="NASCAR Heat 2002 title screen running in the SDL desktop port"> <br> </p>

A matching decompilation of NASCAR Heat 2002 (USA) for Game Boy Advance, with an SDL2 desktop port.

The GBA build reproduces the retail ROM byte for byte. Run make check to verify it. Game assets are not included. You must supply your own ROM.

Build the GBA ROM

You need Git, Make, Python 3, a C compiler, a C++17 compiler, and ARM binutils.

On macOS:

xcode-select --install
brew install arm-none-eabi-binutils

On Debian or Ubuntu:

sudo apt-get install git build-essential python3 binutils-arm-none-eabi

Clone the repository and build the compiler:

git clone --recursive https://github.com/shohamc1/heat2002-gba.git
cd heat2002-gba
(cd tools/agbcc && ./build.sh)

Copy your USA ROM to baserom.gba. It must have these properties:

PropertyValue
Size4,194,304 bytes
SHA-10eb1fa43d8b0f8a6fb1e3ac04f7bba92c7cbac96
Game codeANHE

Verify the input, then build:

shasum -c nascar-heat.sha1.baserom
make check

The output is nascar-heat.gba. A correct build prints MATCH.

Build the desktop port

Install SDL2 (brew install sdl2 or sudo apt-get install libsdl2-dev). Then run:

make sdl
./build/sdl/nascar-heat.sdl

The port uses the same source and assets as the GBA build. Saves go to nascar-heat.sav in the current directory.

ControlKeyboard
Throttle / brakeW / S, or C / X
SteeringA / D
Menu navigationArrow keys
L / RQ / E
Start / pauseEnter or Esc
SelectTab

SDL gamepads are supported. The left stick steers. The triggers control throttle and brake.

Windows

Cross-compile with MinGW-w64 and the SDL2 MinGW development package. Set prefix= in x86_64-w64-mingw32/bin/sdl2-config to the extracted SDL2 directory for that target.

make PLATFORM=sdl CC_H=x86_64-w64-mingw32-gcc CXX_H=x86_64-w64-mingw32-g++ \
     AS_H=x86_64-w64-mingw32-as LD_H=x86_64-w64-mingw32-ld \
     SDL2_CONFIG=/path/to/SDL2-<version>/x86_64-w64-mingw32/bin/sdl2-config

The output is build/sdl-windows/nascar-heat.sdl.exe. Keep the copied SDL2.dll beside it.

Edit assets

The first build extracts editable assets into assets/: graphics as PNGs, tracks as Tiled maps, music as MIDI, and samples as AIFF. Edit them and run make to rebuild. Edited assets change the ROM and will fail make check.

Extracted files are ignored by Git. make clean preserves them. Delete an edited file and rebuild to restore it from your ROM.

Contributing

Keep changes focused. Run make check before submitting a change to the GBA build. Use GitHub issues for bugs and planned work.

Credits

  • agbcc supplies the compiler.
  • pret/pokeemerald, fireemblem8u, and kl-eod-decomp supply GBA headers and SDK library sources.
  • zeldaret/tmc supplies asset tools.
  • SAT-R/sa2 supplies the basis for the desktop platform layer. Its gpSP renderer is GPL-2.0-or-later. The linked desktop executable is subject to that license. The gbagfx code carries its MIT license in src/platform/ext/gbagfx/LICENSE.
View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Racing / Driving
Status
alpha
Original platform
Game Boy Advance
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 3

Windows
Linux
macOS
View on GitHub
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