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Resident Evil: Dead Aim
PORTSNATIVE

Resident Evil: Dead Aim

PORT NATIVOSHOOTER / DISPAROSWINDOWSLINUXMACOSALPHA

Resident Evil: Dead Aim

OrigenPlayStation 2

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

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Resident Evil: Dead Aim, conocido en Japón como Gun Survivor 4 Biohazard Heroes Never Die(REDA) , es un videojuego de disparos con pistola de luz para PlayStation 2. Es el cuarto capítulo de la serie Gun Survivor, y fue programado por Cavia.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<p align="center"> <img width=500px height=250px src="https://raw.githubusercontent.com/cakehonolulu/Bullseye/main/resources/banner800x.png" alt="Bullseye"> </p> <br>

Information

Bullseye is a tool to reverse engineer Resident Evil: Dead Aim.

From ripping the game assets (Such as audio files, model data, textures...) to (Hopefully) growing into a decompilation for the game.

Status

The build reproduces SLES_514.48 byte for byte. Everything the console loads is assembled and linked from this repository; the ELF container around it is carried from the original (see What "matching" means here).

"Undecompiled code" is still assembly pulled in via INCLUDE_ASM.

Progress

<!-- progress:start -->

0.0030% of the code is decompiled (40 / 1,328,837 bytes).

FileFunctionsBytes
src/text_0.c140
<!-- progress:end -->

Requirements

  • EE binutils — mips64r5900el-ps2-elf-as, -ld, -objdump on PATH. Install from ps2dev/ps2toolchain-ee.
  • Python 3
  • An original dump of the game.

Getting started

1. Fetch the ee-gcc toolchain

bash tools/setup.sh

Downloads the period compiler (ee-gcc2.96) from decompme/compilers, plus objdiff-cli, m2c and decomp-permuter, and installs splat and ninja. Everything lands in tools/ and is gitignored.

2. Extract the executable from your disc image

SLES_514.48 sits in the root of the disk.

Put it at orig/SLES_514.48 and check it:

sha1sum orig/SLES_514.48
# dc5b5172c9be651c476fea0e7620e47775c9dd81

A different hash means a different region or revision, and the config in config/ will not apply.

3. Build

python3 configure.py --split
ninja

--split runs splat, patches VU0 operand syntax for modern gnu-as, and extracts the ELF container. You only need to re-run it after changing config/splat.SLES_514.48.yaml or config/symbol_addrs.txt.

4. Confirm the match

A successful build ends with:

REPACK build/SLES_514.48
  sha1     dc5b5172c9be651c476fea0e7620e47775c9dd81
  expected dc5b5172c9be651c476fea0e7620e47775c9dd81
  OK -- byte-identical to the original
VERIFY build/SLES_514.48
MATCH -- every byte the original loads is reproduced exactly

build/SLES_514.48 is then interchangeable with the original, and should boot in PCSX2:

pcsx2 -elf $PWD/build/SLES_514.48 <image.iso>

What "matching" means here

Two separate checks run on every build.

tools/verify.py compares the loadable image — every byte either PT_LOAD maps into memory. This is the one that says the code and data are correct.

tools/repack.py substitutes that image into the container extracted from the original and checks a whole-file sha1. The container itself is carried, not rebuilt: it holds section headers, .gnu.linkonce.* COMDATs, and the .DVP.* VU1 microcode overlays that SCE's dvp-as produced. Those, we can't reproduce.

Supported hashes

sha256 e78aed719c50b73b8f065698d1a3b6c866ae7bd5e5b460af536a34f1e0eb6956 RESIDENT_EVIL_DEAD_AIM.ISO (Dump from Retail DVD)

sha1 dc5b5172c9be651c476fea0e7620e47775c9dd81 SLES_514.48 (PAL executable)

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
alpha
Plataforma de origen
PlayStation 2
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
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