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Hazard 1998
PORTSNATIVE

Hazard 1998

PORT NATIVOACCIÓN / AVENTURAWINDOWSLINUXMACOSALPHA

Hazard 1998

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

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Hazard 1998 es un videojuego de acci�n y aventura, lanzado en 1998.

Información oficial del proyecto

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

Hazard: Revenge

Build Status Fuzzy Progress Code Progress macOS iOS Linux Windows

An educational project for building a reverse engineered engine for the Korean real-time action RPG Hazard (해저드).

All Windows and DirectX calls are mapped to SDL3 calls (located in the win2sdl directory), preserving the original game logic while enabling cross-platform compatibility on systems that support SDL3.

Note: Game assets (hazard.pak, visual.pak, music.pak) are not included and must be obtained separately.

Features

  • 32-bit → 64-bit port — The engine is portable across 32-bit and 64-bit architectures.
  • Windowed or fullscreen — Can be launched in either mode (see Command-line flags below).
  • Optional patches — Optional patches are available in src/hpp/HazardPatches.hpp to toggle between English and Korean fonts, make intros skippable, and/or to address known bugs in the original game.
  • Cross-platform via SDL — All Windows/DirectX calls are routed through SDL (2 or 3), enabling the game to run on non-Windows platforms (e.g., macOS, Linux, iOS).

Note: Has only been tested on macOS and iOS so far.

Decompilation status

<img src="https://decomp.dev/EuclidVsGauss/HazardRevenge.svg?w=512&h=256" width="512" height="256">

Installation

Dependencies

  • CMake ≥ 3.16
  • A C++17 compiler (MSVC, Clang, or GCC)
  • SDL — one of the following discovery paths is used automatically:
    1. find_package(SDL2/SDL3 CONFIG) — preferred if SDL is installed system-wide
    2. pkg-config (sdl2 / sdl3) — typical on Linux/macOS package managers
    3. FetchContent — if SDL isn't found locally, CMake downloads and builds SDL from source (release-2.30.9 or release-3.2.0 depending on SDL_MAJOR)
  • On macOS, if SDL was installed via Homebrew, the dylib is copied into the app bundle's Frameworks/ folder as a post-build step.

Build

Windows / macOS / Linux

Run make windows, make macos or make linux to build the executable, which will be placed in build-win, build-mac or build-linux accordingly. Place the asset files (hazard.pak, visual.pak, music.pak) in a directory of your choice. Open a terminal, navigate to the directory with the asset files and run the executable from that directory.

iOS

Place hazard.pak, visual.pak, music.pak in the directory ios/assets/. Place a hazard.sav in the directory to also transfer a save file.
Replace ios/Assets.xcassets/AppIcon.appiconset/icon-1024.png by a .png of your choice (same name, 1024x1024, no alpha channel). Run make ios to build the .ipa file. Transfer it to your phone and install it via sideloading (e.g. AltStore or SideStore).

Command-line flags

Run it in either fullscreen or windowed mode on Windows/macOS/Linux using any of the below flags

FlagEffect
--fullscreen, --full-screenRun in fullscreen (default)
--window, --windowedRun in windowed mode

Patches

Edit src/hpp/HazardPatches.hpp and rebuild. Set the variable to 1 to enable the patch or 0 to disable the patch. Notable variables:

  • PATCH_SKIP_CD_CHECK
  • PATCH_SKIP_ALL_INTROS
  • PATCH_USE_KOREAN_FONT (Note: Requires hazard.pak with Korean font.)
  • PATCH_FIX_UNEQUIP_BUG
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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 3

Windows
Linux
macOS
Ver en GitHub
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