Skies of Arcadia Legends
TecnologíaPort Nativo C/C++ (Reimplementación de Motor)
Disponible paraWindows, Linux, macOS
Ver proyecto oficialSobre el proyecto
Skies of Arcadia, comercializado en Japón como Eternal Arcadia, es un Videojuego de rol desarrollado por Overworks para la Dreamcast y distribuido por Sega en el año 2000. En 2002 se lanzó bajo el nombre Skies Of Arcadia Legends, a modo de versión del director con gráficos mejorados y numerosos extras, para GameCube. Legends también estuvo en desarrollo para PlayStation 2, sin embargo, fue cancelado después del lanzamiento de la versión de GameCube.
2 versiones de Skies of Arcadia Legends
Estás viendo: Skies of Arcadia Legends
Información oficial del proyecto
decomp-toolkit Project Template
If starting a new GameCube / Wii decompilation project, this repository can be used as a scaffold.
See decomp-toolkit for background on the concept and more information on the tooling used.
Documentation
General:
References
- Discord: GC/Wii Decompilation (Come to
#dtkfor help!) - objdiff (Local diffing tool)
- decomp.me (Collaborate on matches)
- decomp.dev (Decompilation progress hub and API)
- wibo (Minimal Win32 wrapper for Linux)
- sjiswrap (UTF-8 to Shift JIS wrapper)
Nearly all active GC/Wii decompilation projects use this structure, and will be useful for reference. A list of active GC/Wii projects can be found on decomp.dev.
Features
- Few external dependencies: Just
pythonfor the generator andninjafor the build system. See Dependencies. - Simple configuration: Everything lives in
config.yml,symbols.txt, andsplits.txt. - Multi-version support: Separate configurations for each game version, and a
configure.py --versionflag to switch between them. - Feature-rich analyzer: Many time-consuming tasks are automated, allowing you to focus on the decompilation itself. See Analyzer features.
- REL support: RELs each have their own
symbols.txtandsplits.txt, and will automatically be built and linked against the main binary. - No manual assembly: decomp-toolkit handles splitting the DOL into relocatable objects based on the configuration. No game assets are committed to the repository.
- Progress calculation and integration with decomp.dev.
- Integration with objdiff for a diffing workflow.
- CI workflow template for GitHub Actions.
Project structure
configure.py- Project configuration and generator script.config/[GAMEID]- Configuration files for each game version.config/[GAMEID]/build.sha1- SHA-1 hashes for each built artifact, for final verification.build/- Build artifacts generated by the the build process. Ignored by.gitignore.orig/[GAMEID]- Original game files, extracted from the disc. Ignored by.gitignore.orig/[GAMEID]/.gitkeep- Empty checked-in file to ensure the directory is created on clone.src/- C/C++ source files.include/- C/C++ header files.tools/- Scripts shared between projects.
Temporary, delete when done:
config/GAMEID/config.example.yml- Example configuration file and documentation.docs/- Documentation for decomp-toolkit configuration.README.md- This file, replace with your own. For a template, seeREADME.example.md.LICENSE- This repository is licensed under the CC0 license. Replace with your own if desired.
