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Kingdom Hearts Re:coded
PORTSNATIVE

Kingdom Hearts Re:coded

PORT NATIVOROL / RPGWINDOWSLINUXMACOSALPHA

Kingdom Hearts Re:coded

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

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Kingdom Hearts Re:coded es un videojuego de acción y aventura en 2010.

Información oficial del proyecto

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

Kingdom Hearts Re:coded decompilation

A matching decompilation of Kingdom Hearts Re:coded (Nintendo DS, US BK9E and EU BK9P). Every counted function is C that compiles to the original bytes exactly.

Multi-region merge

One decomp for both regions, merged from ricky074game/kh-recoded-decomp (US BK9E) and Yokimitsuro/khrecoded-decomp (EU BK9P), maintained by @ricky074game and @Yokimitsuro.

No ROM, assets or original binaries are included. You need your own legally obtained copy of the game to build or verify anything.

Progress

<!-- regions:start -->
RegionC code bytes%Functions
US BK9E1,548,820 / 1,768,22087.6%10,021 / 10,359
EU BK9P1,690,130 / 1,771,02495.4%10,486 / 10,625
US verified original assembly (not C)22,9661.3%171
EU verified library code (hand-written ARM: MobiClip, NitroSDK, MSL, DS Protect; not C)71,2424.0%136
EU C + verified library code1,761,372 / 1,771,02499.5%
Shared (same function, matched in both)1,481,29683.6% of EU9,363

8,188 shared functions are stored once in src/ and built for both regions; 1,175 still have separate EU copies. 658 matched functions are US-only so far and 1,123 are EU-only. EU numbers come from eu/tools/audit_progress.py; per-module EU detail is in eu/PROGRESS.md.

<!-- regions:end -->

US detail:

MatchedTotal%
ARM9 code (C bytes)1,548,8201,768,22087.6%
ARM9 core + autoloads331,652370,00489.6%
ARM9 overlays (105)1,217,1681,398,21687.1%
Functions10,02110,35996.7%
Data bytes (.rodata/.data/.bss)228,100228,14099.98%

Updated 2026-10-29. Per-module numbers are in PROGRESS.md.

  • Only C that rebuilds byte-for-byte counts as C. Original SDK/MSL assembly that rebuilds byte-for-byte is listed in its own row (asm_matches.json) and never added to the C numbers.
  • Data counts when the C data objects link byte-exact. Most of it is generated arrays and pointer tables still waiting for real types and names.
  • link rebuilds all 108 ARM9 modules from objects and packs a ROM identical to the original.
  • ARM7 is extracted but not analysed yet, so it is not counted.

Quick start (Windows)

Python 3.12+.

python -m pip install -r requirements.txt
python tools/compile_match.py install
python tools/khrecoded.py setup --rom "C:\path\to\recoded.nds"
python tools/khrecoded.py check --profile full
python tools/khrecoded.py progress

Matching a single function:

python tools/match_tool.py show ov001 func_ov001_02070e98    # target asm + Ghidra view
python tools/match_tool.py try ov001 func_ov001_02070e98 src/ov001/.../File_02070e98.c
CommandWhat it does
khrecoded.py progressRecompiles every match from scratch and updates PROGRESS.md
khrecoded.py linkLinks C objects + delinked objects into a byte-exact ROM
khrecoded.py check --profile ciROM-free checks (what CI runs)
khrecoded.py check --profile strictEverything, including the full linked ROM

EU (BK9P) builds from the same checkout. Shared functions compile from src/; EU-only code lives in eu/:

python tools/khrecoded.py eu setup --rom "C:\path\to\recoded_eu.nds"
python tools/khrecoded.py eu gate        # links all 108 EU modules and checks them against the ROM
python tools/khrecoded.py eu progress

Toolchain

  • dsd 0.12.1: extraction and delinking
  • CodeWarrior mwccarm 4.0 build 1036 and 3.0 build 139, mwldarm
  • Ghidra for reference decompiles
  • khdays-decomp (CC0): shared engine code from 358/2 Days is ported where the bytes match

Contributing

See CONTRIBUTING.md. Every match must pass byte-exact verification.

License

Original code and tooling: MIT. The EU code in eu/ was released under CC0 by Yokimitsuro; see eu/THIRD_PARTY_NOTICES.md for shared code. No rights are granted to the game, its assets, trademarks, or the proprietary SDK and compiler.

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FICHA DEL PROYECTO

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

Plataformas de destino 3

Windows
Linux
macOS
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