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Kaze no Notam
PORTSNATIVE

Kaze no Notam

PORT NATIVOACCIÓN / AVENTURAWINDOWSLINUXMACOSALPHA

Kaze no Notam

OrigenPlayStation

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

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Kaze no Notam es un videojuego de acción y aventura publicado por Artdink en 1997.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<p align="center"><img src="docs/kaze-title-screen.png" width="640" alt="Kaze no Notam title screen"></p>

Kaze no Notam

A matching decompilation of Kaze no Notam (Artdink, 1997, PlayStation, SLPS-00912).

All 648 game functions build from C. The rebuilt executable is byte for byte identical to the original, sha1 f8f44c2ddaf4969f4132fb17d1abab06a75c2def. The rest of the binary is PsyQ SDK code, assembled from disassembly.

This repository contains no game data. You need your own copy of the disc.

<!-- decomp-progress-start -->

Decompilation progress

Matched functions Matched text bytes

████████████████████████████████████████ 100.0000% of game text bytes matched

MetricMatchedTotalProgress
Functions648648100.0000%
Text bytes344,020344,020100.0000%

Every function is reconstructed readable C that compiles with the original toolchain and passes an isolated byte comparison. The remaining text in the binary is PsyQ SDK library code, assembled from disassembly, and is not counted as game code.

<!-- decomp-progress-end -->

The game

Kaze no Notam is a hot-air balloon game. You control your height. You do not control your heading. The wind decides where you actually go.

The sky is divided into five altitude layers, and each one blows its own direction at its own speed. Getting anywhere means reading them, climbing or sinking into the layer that drifts you where you want to go, and spending gas to stay there. Gas drains the whole time, and holding height over high ground costs more of it, so the direct-looking route is often the one that strands you.

A flight begins on a map where you choose a launch point, and ends when you have reached the markers or run out of gas.

Setup

You need binutils-mipsel-linux-gnu, Python 3.9 or newer, and a dump of your own disc.

git clone --recurse-submodules <url>
cd kaze-no-notam-decomp
make setup DISC=/path/to/your/kaze.cue
make

Cloning without --recurse-submodules leaves tools/asm-differ and tools/maspsx empty, and the build fails in a confusing way. If you already cloned without it, run git submodule update --init before anything else.

configure.py pulls SLPS_009.12 out of the disc image, checks its sha1, and fetches the 1997 compiler. build.sh compiles every matched function, links, and verifies the result against your own dump. A successful build ends with:

PAYLOAD OK (byte-identical)
EXE OK (byte-identical): f8f44c2ddaf4969f4132fb17d1abab06a75c2def

What is here

PathContents
src/the matched C, 169 files
include/shared types, GTE macros, the live-root reference struct
config/the function ledger, symbol names, switch tables
docs/architecture guide, compiler notes, function map
tools/build, verification and analysis tools

Start with docs/architecture.md. It walks the game subsystem by subsystem: the main loop, the flight model, menus, objectives, the renderer, collision, CD streaming, sound, and demo playback.

Verifying

make progress     # matched function and byte counts
make check        # progress plus the strict review board
./diff.py <function>   # instruction-level diff against the original

To check a single function after editing it:

python3 tools/match.py src/<file>.c <function> --opt=-O2 --compiler=2.7.2-psx

Use the flags recorded for that function in config/matched.json. This works for functions in shared multi-function files as well as standalone ones.

How it was built

The compiler is PSX-patched GNU C 2.7.2, with a handful of functions built by 2.6.3, at -mips1 -G0. Per-function optimisation flags are recorded in config/matched.json. cc1 output goes through maspsx and then mipsel-linux-gnu-as. docs/compiler-notes.md records how the compiler was identified.

Editing

Any change under src/ must end with a byte-identical make. Renaming locals, editing comments and moving code between files are all safe. Almost anything else can silently break a match, so verify.

Declared types of globals sometimes differ between usage sites on purpose. The original was compiled per translation unit with local declarations, so a short against u16 mismatch is often load-bearing. Do not "fix" one without rechecking the bytes.

Legal

This repository contains no game binary, no disc image and no extracted assets, apart from one low-resolution title screenshot (docs/kaze-title-screen.png) included to identify the game. It holds original C source, build tooling, symbol names and documentation produced by reverse engineering.

Kaze no Notam is the property of Artdink. No ownership of their work is claimed, and no license is granted over the contents of this repository, because the matched source is derived from their binary. This exists for preservation and study.

You must supply your own copy of the game. Nothing here will work without it.

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FICHA DEL PROYECTO

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

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
Publicidad