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Scooby-Doo! Unmasked (PC)
PORTSNATIVE

Scooby-Doo! Unmasked (PC)

NATIVE PORTACTION / ADVENTUREWINDOWSBETA

Scooby-Doo! Unmasked (PC)

Scooby-Doo! Unmasked

OriginGameCube

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Scooby-Doo! Unmasked es un videojuego de acción y aventura publicado por THQ en 2005.

Official project information

Author's original READMEOpen on GitHub ↗

Scooby-Doo: Re-Masked

A statically recompiled PC port of Scooby-Doo! Unmasked (GameCube, 2005). The game's PowerPC code is translated ahead of time to C++ with WiiCompiled and compiled into a Windows program, so there is no CPU emulator; the console's graphics, audio and system calls are reimplemented underneath, drawn by a modern renderer.

The aquarium level in widescreen

<p> <img src="docs/screenshots/chinatown.jpg" width="24%" alt="Chinatown docks"> <img src="docs/screenshots/swamp.jpg" width="24%" alt="Foggy swamp"> <img src="docs/screenshots/daphne.jpg" width="24%" alt="Daphne cutscene"> <img src="docs/screenshots/pause.jpg" width="24%" alt="Pause menu with Xbox button prompts"> </p>

Screenshots from this port, rendered in widescreen.

Features

  • Up to 4K (720p, 1080p, 4K or your screen's size)
  • Widescreen: original 4:3, 16:9, fill the screen, or cinematic 2.39:1
  • 120 or 180 fps with frame interpolation (the game itself runs at its original 60)
  • HDR output (scRGB) on HDR displays, with brightness and highlight controls
  • Tear-free presentation, borderless or exclusive fullscreen, or a window
  • Gamepads (Xbox, PlayStation, Switch Pro, GameCube adapter) and keyboard, remappable in game; button prompts match your controller
  • GameCube memory-card saves, and mods that replace game files or textures
  • A launcher that installs the game from your own disc image

No game data is included: the game's data and its original code are read from your own disc at startup.

Playing

You need Windows 10 or 11 (64-bit) and your own dump of Scooby-Doo! Unmasked for the GameCube, USA (G5DE78) as a .iso, .gcm or .ciso file (for example dumped with CleanRip on a Wii).

The launcher

  1. Download the latest release and unzip it anywhere.
  2. Open Scooby-Doo Re-Masked.exe, the only program you need to open.
  3. On the Play page choose your disc image. The game files are copied into the data folder once; the image file isn't needed afterwards.
  4. Pick display options on the Display page and press PLAY.

In game, F10 opens the settings menu (resolution, picture shape, frame rate, controls, audio) and F11 switches between fullscreen and a window.

KeyboardGameCube
W A S DControl stick
Arrow keysC-stick (camera)
SpaceA
Left ShiftB
R / FX / Y
CZ
Q / EL / R
EnterStart
I J K LD-pad

Saves and settings live in data\UserData. Mods go in data\UserData\mods\<name>\ with a files\ folder that mirrors the disc (replacing game files) and/or a textures\ folder of texture replacements; the launcher's Mods page switches them on and off. To update, unzip a new release over the old folder: your disc, saves and settings are kept.

Building from source

Windows 10/11 x64 with Python 3 and Git on PATH. Everything else (LLVM-MinGW, CMake, Ninja, SDL3, Dawn, the .NET 8 SDK) is downloaded into the repository's toolchain\ and wiicompiled\Dependencies\ folders on the first build; nothing is installed system-wide.

git clone https://github.com/josiahg2502-glitch/Scooby-Doo-ReMasked
cd Scooby-Doo-ReMasked
powershell -ExecutionPolicy Bypass -File tools\build-launcher.ps1
# Extract your disc image to Disc\DATA (the translation reads the game's code from it):
& "launcher\publish\Scooby-Doo Re-Masked Launcher.exe" --extract "C:\path\to\Scooby-Doo Unmasked.iso" Disc\DATA
powershell -ExecutionPolicy Bypass -File tools\build-scooby.ps1
powershell -ExecutionPolicy Bypass -File tools\package-scooby.ps1 -Zip

build-scooby.ps1 translates the game (about 28,000 functions) and compiles it; the first build takes a while. The game lands in Play\, and package-scooby.ps1 assembles dist\ScoobyDooReMasked\ (and -Zip the release zip). Build logs are in build-logs\. AGENTS.md has the technical notes: how the logic modules, the display copy, the GameCube DVD/card/audio paths and the renderer fixes work.

Layout

PathWhat
wiicompiled/translatorPowerPC to C++ static recompiler (C#)
wiicompiled/runtimeRuntime and GameCube SDK HLE (OS, DVD, card, PAD, AX audio, VI, GX)
wiicompiled/aurora-mainAurora: GameCube GX on WebGPU (Dawn / Direct3D 12)
wiicompiled/projects/scoobyThis game's project: symbols, function map, address remaps, logic-module tools
launcherThe launcher (C# WinForms): disc setup, display options, controls, mods
toolsBuild, package and test scripts

Credits

  • Port: JosiahG
  • WiiCompiled (the recompiler and runtime) by patchzyy and contributors, GPLv3
  • Aurora by Luke Street, MIT; Dawn, SDL3 and the other components listed in wiicompiled/THIRD-PARTY-NOTICES.md
  • Launcher title font "Scooby Doo" by Lauren Ashpole (FontSpace), free for personal use
  • Launcher Scooby and Mystery Machine images: fan art (the Scooby picture also replaces the HUD portrait)
  • Button prompts from Kenney's Input Prompts (CC0)

License

GPLv3, see LICENSE. Bundled third-party components keep their own licenses.

Scooby-Doo and all related characters and elements are trademarks of and © Hanna-Barbera / Warner Bros. Entertainment Inc. Scooby-Doo! Unmasked is © THQ / Warner Bros. Interactive. This is an unofficial fan project, not affiliated with or endorsed by them. This repository contains no game code, data or assets; the release contains the recompiled program but none of the game's data, which is read from your own copy of the game.

Read official guide
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PROJECT FILE

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

Target platforms 1

Windows
View on GitHub
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