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World of Goo
PORTSNATIVE

World of Goo

NATIVE PORTACTION / ADVENTUREWINDOWSLINUXMACOSALPHA

World of Goo

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

World of Goo es un videojuego de lógica, con un fuerte énfasis en la física, publicado para la consola Wii y Nintendo Switch, y para los tres principales sistemas operativos de PC: Windows, Mac OS X y Linux y android. Producido por 2D Boy, una desarrolladora de videojuegos independiente compuesta por Kyle Gabler y Ron Carmel, ambos exempleados de Electronic Arts. Fue nominado para el gran premio Seumas McNally, el Premio de Diseño e Innovación y Excelencia Técnica en el Festival de Juegos Independientes. Fue lanzado para la Nintendo Wii en Norteamérica el 13 de octubre de 2008.

Official project information

Author's original READMEOpen on GitHub ↗

World of Goo (WiiWare) Build Status <!-- ![Progress] ![DOL Progress] ![RELs Progress] [![Discord Badge]][discord] -->

<!-- Replace with your repository's URL. --> <!--- Code progress URL: https://progress.decomp.club/data/[project]/[version]/all/?mode=shield&measure=code URL encoded then appended to: https://img.shields.io/endpoint?label=Code&url= --> <!--- [Progress]: https://img.shields.io/endpoint?label=Code&url=https%3A%2F%2Fprogress.decomp.club%2Fdata%2Ftww%2FGZLE01%2Fall%2F%3Fmode%3Dshield%26measure%3Dcode --> <!--- DOL progress URL: https://progress.decomp.club/data/[project]/[version]/dol/?mode=shield&measure=code URL encoded then appended to: https://img.shields.io/endpoint?label=DOL&url= --> <!--- [DOL Progress]: https://img.shields.io/endpoint?label=DOL&url=https%3A%2F%2Fprogress.decomp.club%2Fdata%2Ftww%2FGZLE01%2Fdol%2F%3Fmode%3Dshield%26measure%3Dcode --> <!-- REL progress URL: https://progress.decomp.club/data/[project]/[version]/modules/?mode=shield&measure=code URL encoded then appended to: https://img.shields.io/endpoint?label=RELs&url= --> <!-- [RELs Progress]: https://img.shields.io/endpoint?label=RELs&url=https%3A%2F%2Fprogress.decomp.club%2Fdata%2Ftww%2FGZLE01%2Fmodules%2F%3Fmode%3Dshield%26measure%3Dcode --> <!-- Replace with your Discord server's ID and invite URL. --> <!-- TODO: Check if Goofans wanna make a channel for this --> <!-- [Discord Badge]: https://img.shields.io/discord/727908905392275526?color=%237289DA&logo=discord&logoColor=%23FFFFFF > <!-- [discord]: https://discord.gg/hKx3FJJgrV -->

A work-in-progress decompilation of World of Goo.

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

Supported versions:

  • WGOP: WiiWare (Europe)

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
    
  • Install wine-crossover:

    brew install --cask --no-quarantine gcenx/wine/wine-crossover
    

After OS upgrades, if macOS complains about Wine Crossover.app being unverified, you can unquarantine it using:

sudo xattr -rd com.apple.quarantine '/Applications/Wine Crossover.app'

Linux

  • Install ninja.
  • For non-x86(_64) platforms: Install wine from your package manager.
    • For x86(_64), 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 WAD image to orig/[GAMEID].

  • Run extract.bat or extract.sh

    • After the initial build, the disc image can be deleted to save space.
  • Configure:

    python configure.py
    

    To use a version other than GAMEID (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.

View official project
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PROJECT FILE

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

Target platforms 3

Windows
Linux
macOS
View on GitHub
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