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Sonic Adventure 2: Battle
PORTSNATIVE

Sonic Adventure 2: Battle

NATIVE PORTPLATFORMERWINDOWSALPHA

Sonic Adventure 2: Battle

OriginNintendo GameCube

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Sonic Adventure 2: Battle es un videojuego producido por Sonic Team y distribuido por Sega para la videoconsola GameCube y como expansión para Sonic Adventure 2 en Steam. El título es una reedición original del videojuego Sonic Adventure 2 de la videoconsola Dreamcast. Fue lanzado al mercado el 10 de diciembre de 2001 en Japón, el 12 de febrero de 2002 en Estados Unidos y el 3 de mayo de 2002 en Europa.

2 versions of Sonic Adventure 2: Battle

You're viewing: Sonic Adventure 2: Battle

Sonic Adventure 2: Battlegithub.com/roeming/SA2B
Windows
Current
Sonic Adventure 2: Battle (sa2-nx)github.com/ChanseyIsTheBest/sa2-nx
Windows
›

Official project information

Author's original READMEOpen on GitHub ↗

decomp-toolkit Project Template

If starting a new GameCube / Wii decompilation project, this repository can be used as a scaffold.

See decomp-toolkit for background on the concept and more information on the tooling used.

Documentation

  • Dependencies
  • Getting Started
  • symbols.txt
  • splits.txt
  • GitHub Actions

General:

  • Common BSS
  • .comment section

References

  • Discord: GC/Wii Decompilation (Come to #dtk for help!)
  • objdiff (Local diffing tool)
  • decomp.me (Collaborate on matches)
  • decomp.dev (Decompilation progress hub and API)
  • wibo (Minimal Win32 wrapper for Linux)
  • sjiswrap (UTF-8 to Shift JIS wrapper)

Nearly all active GC/Wii decompilation projects use this structure, and will be useful for reference. A list of active GC/Wii projects can be found on decomp.dev.

Features

  • Few external dependencies: Just python for the generator and ninja for the build system. See Dependencies.
  • Simple configuration: Everything lives in config.yml, symbols.txt, and splits.txt.
  • Multi-version support: Separate configurations for each game version, and a configure.py --version flag to switch between them.
  • Feature-rich analyzer: Many time-consuming tasks are automated, allowing you to focus on the decompilation itself. See Analyzer features.
  • REL support: RELs each have their own symbols.txt and splits.txt, and will automatically be built and linked against the main binary.
  • No manual assembly: decomp-toolkit handles splitting the DOL into relocatable objects based on the configuration. No game assets are committed to the repository.
  • Progress calculation and integration with decomp.dev.
  • Integration with objdiff for a diffing workflow.
  • CI workflow template for GitHub Actions.

Project structure

  • configure.py - Project configuration and generator script.
  • config/[GAMEID] - Configuration files for each game version.
  • config/[GAMEID]/build.sha1 - SHA-1 hashes for each built artifact, for final verification.
  • build/ - Build artifacts generated by the the build process. Ignored by .gitignore.
  • orig/[GAMEID] - Original game files, extracted from the disc. Ignored by .gitignore.
  • orig/[GAMEID]/.gitkeep - Empty checked-in file to ensure the directory is created on clone.
  • src/ - C/C++ source files.
  • include/ - C/C++ header files.
  • tools/ - Scripts shared between projects.

Temporary, delete when done:

  • config/GAMEID/config.example.yml - Example configuration file and documentation.
  • docs/ - Documentation for decomp-toolkit configuration.
  • README.md - This file, replace with your own. For a template, see README.example.md.
  • LICENSE - This repository is licensed under the CC0 license. Replace with your own if desired.
Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Platformer
Status
alpha
Original platform
Nintendo GameCube
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 1

Windows
View on GitHub
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