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Azure Dreams
PORTSNATIVE

Azure Dreams

PORT NATIVOACCIÓN / AVENTURAWINDOWSALPHA

Azure Dreams

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

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Azure Dreams, lanzado en Japón como Other Life: Azure Dreams es un videojuego para PlayStation distribuido por Konami que fue lanzado en el año 1997. Más tarde, una versión para Game Boy fue presentada. En 2005 salió una semi-secuela, Tao´s adventure: Curse of the Demon Seal, para la Nintendo DS.

2 versiones de Azure Dreams

Estás viendo: Azure Dreams

Azure Dreamsgithub.com/forestbelton/azure
Windows
Actual
Azure Dreams Recompiledgithub.com/alexbeavs-ps1-ports/azure-dreams-recomp
Windows
Linux
macOS
›

Información oficial del proyecto

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

azure

WIP decompilation of Azure Dreams

  • azure
    • Setup
      • Submodules
      • CD image
      • PSY-Q
      • The compiler
      • Toolchain
        • Ubuntu
        • Fedora
      • Python
    • Build
    • Decompiling

Setup

Submodules

Several submodules are embedded into the project for tooling. In order to fetch them, run:

$ git submodule init
$ git submodule update --recursive

CD image

Copy the CD image to project directory and name it az.bin. It must have the following SHA256:

2d6843c42ca595687b3780e20ab8c8873705ccead5c8bbc0b69d1fa70bc00a90

PSY-Q

The game was built using PSY-Q 4.1's cc1psx although its runtime libraries are from PSY-Q 4.0.

The build does not run those binaries. The compiler is built from source instead -- see The compiler below -- so what psyq/ is needed for is its headers (include/, which the build compiles against) and its libraries (lib/, which the azure libmatch and azure libscan analysis tools read). The .exes are not used by anything; they are kept as the provenance reference the native compiler was verified against, and tools/validate-psyq.py records their hashes.

Ensure you have a psyq/ directory in the project root with the following contents:

include/
aspsx-2.67.exe
aspsx.exe
cc1plpsx.exe
cc1psx.exe
ccpsx.exe
cpppsx.exe
lib/
    2mbyte.obj
    8mbyte.obj
    autopad.obj
    libapi.lib
    libc2.lib
    libcard.lib
    libcd.lib
    libc.lib
    libcomb.lib
    libds.lib
    libetc.lib
    libgpu.lib
    libgs.lib
    libgte.lib
    libgun.lib
    libmath.lib
    libmcrd.lib
    libpress.lib
    libsio.lib
    libsnd.lib
    libsn.lib
    libspu.lib
    libtap.lib
    noheap.obj
    none3.obj
    poweron.obj

The project includes a script to ensure that this directory has the correct contents:

$ python tools/validate-psyq.py
OK

The compiler

The game's compiler is PSY-Q 4.1's cc1psx, which is SN Systems' build of a Cygnus GCC 2.7.2 snapshot. It is built from source, natively, out of the vendor/old-gcc submodule:

$ git submodule update --init vendor/old-gcc
$ make cdk-gcc

That runs the submodule's gcc-2.7.2-cdk Dockerfile and installs cc1, cpp and gcc into scratch/cdk-gcc/. It needs docker and takes about 20 seconds. make builds it on demand, so this step is optional.

The result is the same compiler the game was built with, not a substitute: its cc1 reports the identical version string (cygnus-2.7.2-970404 SN32.3.7.0004), and every unit in csrc/ compiles to byte-identical assembly against psyq/cc1psx.exe run under wine. A stock FSF GCC cannot be used -- upstream 2.7.2 has no MIPS split-address support and so cannot emit the shape most of the game's global accesses use. See docs/compiler-version.md.

Toolchain

GNU binutils handle assembly and linking. Some Linux distributions have packages for this; otherwise, you may have to build it from source yourself.

Ubuntu

$ apt-get -y update
$ apt-get -y install \
    build-essential \
    g++-mipsel-linux-gnu \
    cpp-mipsel-linux-gnu \
    binutils-mipsel-linux-gnu

Fedora

$ dnf -y install gcc-mips64-linux-gnu

Python

Make sure you have Python and uv installed.

Build

$ make extract # Extract files from CD image
$ make splat   # Extract code/data from files
$ make         # Build PSX EXE files from extracted data

Decompiling

docs/where-we-are.md is the entry point: state, workflow, tools and queue. docs/matching-levers.md is how this compiler behaves -- read it before writing a function, and add to it when you learn something.

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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
—

Plataformas de destino 1

Windows
Ver en GitHub
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