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Skies of Arcadia Legends
PORTSNATIVE

Skies of Arcadia Legends

NATIVE PORTROLE-PLAYING / RPGWINDOWSLINUXMACOSALPHA

Skies of Arcadia Legends

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

Skies of Arcadia, comercializado en Japón como Eternal Arcadia, es un Videojuego de rol desarrollado por Overworks para la Dreamcast y distribuido por Sega en el año 2000. En 2002 se lanzó bajo el nombre Skies Of Arcadia Legends, a modo de versión del director con gráficos mejorados y numerosos extras, para GameCube. Legends también estuvo en desarrollo para PlayStation 2, sin embargo, fue cancelado después del lanzamiento de la versión de GameCube.

2 versions of Skies of Arcadia Legends

You're viewing: Skies of Arcadia Legends

Skies of Arcadia Legendsgithub.com/Rainchus/SkiesOfArcadiaLegends
Windows
Linux
macOS
Current
Skies of Arcadia Legends (PC)github.com/ogdanimal/SkiesOfArcadiaLegends-Recomp
Windows
Linux
›

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 (new!)

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
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PROJECT FILE

Project type
NATIVE PORT
Genre
Role-Playing / RPG
Status
alpha
Original platform
—
Technology
Native C/C++ port (engine reimplementation)
Version
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Updated
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Target platforms 3

Windows
Linux
macOS
View on GitHub
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