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Eternal Darkness: Sanity's Requiem
PORTSNATIVE

Eternal Darkness: Sanity's Requiem

PORT NATIVOACCIÓN / AVENTURAWINDOWSLINUXMACOSALPHA

Eternal Darkness: Sanity's Requiem

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows, Linux, macOS

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Sobre el proyecto

Eternal Darkness: Sanity's Requiem es un videojuego del género terror psicológico para la plataforma Nintendo GameCube, desarrollado por Silicon Knights. Fue lanzado el 24 de junio de 2002.

2 versiones de Eternal Darkness: Sanity's Requiem

Estás viendo: Eternal Darkness: Sanity's Requiem

Eternal Darkness: Sanity's Requiemgithub.com/psdwizzard/Eternal-Darkness---Decompile
Windows
Linux
macOS
Actual
Eternal Darkness Recompgithub.com/griches/EternalDarknessRecomp
Windows
macOS
Linux
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Eternal Darkness: Sanity's Requiem matching decompilation

This repository targets the US GameCube release GEDE01, revision 0. The architectural goal is a byte-identical matching decompilation; the practical goal is a durable, source-driven modding platform built on that matching foundation.

The repository contains no game image, extracted executable, asset, proprietary SDK source, or Metrowerks binary. You must supply a legally obtained matching disc image locally.

Verified baseline

  • Disc: GEDE01, disc 0, revision 0; Redump SHA-1 2bebaa7a17d69057f8c02fe00349b558abc30ff6
  • main.dol: 3,156,384 bytes; SHA-1 ea24b6af954876ce072562ff39cdb4c81d32be1f
  • Entry point: 0x80005308
  • Modules: no REL, RSO, alternate DOL, ELF, map, or symbol file was found in a complete 1,680-file scan
  • Toolchain: Metrowerks CodeWarrior confirmed; linker family narrowed to GC 1.0-2.6; exact patch versions and flags are not yet proven

Bootstrap

From this directory on Linux:

python3 tools/bootstrap.py
python3 tools/ingest_disc.py --image /path/to/your/GEDE01-rev0.rvz
python3 configure.py
.tools/bin/ninja

bootstrap.py downloads hash-pinned DTK 1.8.3, Ninja 1.13.2, wibo 1.0.3, and pinned open-source dtk-template build helpers. The build may download remaining pinned public tools. It does not and must not download proprietary compilers; place lawfully obtained MWCC binaries in ignored compilers/ or pass --compilers.

The ingestion script fails closed unless the disc header, Redump identity, and main.dol hashes all match. It extracts only boot.bin and main.dol into ignored orig/GEDE01/sys/ and records local provenance in an ignored report.

Matching contract

A function or translation unit is not marked matching because it is equivalent C. It is matching only when:

  1. objdiff reports a 100% object match, including relocations;
  2. the matching build still produces the expected whole-DOL SHA-1; and
  3. the status is generated from build evidence, not handwritten.

Use separate output trees for experiments and mods:

python3 configure.py --non-matching --build-dir build-mod
.tools/bin/ninja -f build-mod/build.ninja

See docs/ for the clean-room boundary, current analysis, compiler experiment matrix, Ghidra workflow, mod roadmap, and PC execution track.

<!-- progress:start -->

Progress

Verified DOL SHA-1: ea24b6af954876ce072562ff39cdb4c81d32be1f.

MetricMatchedTotalPercent
Code bytes1265572230069255.01%
Functions6285821476.52%
Objects (TUs)6520712191.56%
<!-- progress:end --> <!-- contributors:start -->

Thanks to our contributors

Most of this tree is matched by an automated chain. The functions below were matched by people who chose to spend their own time on it and sent the work in from outside that chain. Every one was independently rebuilt and re-verified here before it landed — 100% in objdiff on both the canonical and relocation-strict bases, with the whole-DOL SHA-1 gate unchanged.

ContributorFunctionsMatched code bytesShare of all matched code
Andrew (@ateich)576195,06416.3%

That is 195,064 bytes of retail code this project did not have to match on its own. Thank you.

Per-function credit, with byte counts and the PR each batch came from, is in CONTRIBUTORS.md. If you send work in, you get a line there.

<!-- contributors:end -->

PC execution

Boot milestone (2026-08-11): Eternal Darkness reaches the title screen on PC through DolRecomp + RecompCore with zero interpreter fallback for guest CPU execution. The experiment is isolated on a separate boot-experiment branch and machine; it does not change the matching strategy, the exact-match acceptance bar, or scheduler priorities, and no runtime hacks land in this tree.

The long-term goal is a PC port with a modern renderer, ray tracing, and upgraded textures, materials, and models while preserving the original gameplay logic. As matching coverage grows, recovered source functions are to progressively replace static-recompiled blocks under the gated host-replacement track defined in docs/pc-execution.md.

Contributing

Outside contributions are welcome, and they are credited by name above and per-function in CONTRIBUTORS.md. Work is rebuilt and re-verified here before landing, and reaches this repository through a squashing publish, so those two places — not the commit log — are the record of who matched what.

If you are picking a function to work on, note that an automated chain is continuously extending the frontier upward through the address space; check reports/GEDE01/progress.json (next_target) to see where it currently is, so you are not duplicating work in flight. Anything well below that frontier still registered as NonMatching in configure.py is fair game and unlikely to collide.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
—
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
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Plataformas de destino 3

Windows
Linux
macOS
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