Dark Cloud
OrigenPlayStation 2
TecnologíaPort Nativo C/C++ (Reimplementación de Motor)
Disponible paraWindows
Ver proyecto oficialSobre el proyecto
Dark Cloud es un videojuego de rol (RPG) para la consola PlayStation 2 (PS2). Fue desarrollado por Level-5 y distruibuido por Sony Computer Entertainment en el año 2000 para Japón y 2001 para América y Europa. Dark Cloud combina elementos de los videojuegos de rol de acción y de los videojuegos de construcción de ciudades. Una secuela, llamada Dark Chronicle, fue publicada dos años después.
Información oficial del proyecto
A decompilation project and modern port of Dark Cloud for the PlayStation 2.
</div>Overview
Chronicle is a decompilation project and port of Dark Cloud for the PlayStation 2.
The project aims to produce 100% matching text and data sections for:
- The main executable of the NTSC 1.02 release.
- The main executable of the PAL review version.
- The
TITLE.BINandDUN.BINoverlays.
Building and Running
Prerequisites
- A copy of Dark Cloud (ideally the PAL version).
- Git, to clone the repository and its submodule.
- Windows: nothing else; the first build downloads its toolchain.
- Linux: Docker or Podman (the build runs in Kazarov's container), Python 3, and to run the game SDL3 3.4 and a Vulkan 1.3 driver with its loader.
- macOS: Xcode's command line tools and the Homebrew packages in
docs/MACOS.md. - Nintendo Switch: Docker on Linux or in WSL (see
docs/SWITCH.md).
1. Clone the repository
git clone --recurse-submodules https://github.com/TheMoonPeople/Chronicle.git
cd Chronicle
2. Provide a disc image
Place your disc image in the corresponding region directory:
| Region | Path |
|---|---|
| PAL | rom/pal/Dark Cloud (PAL).iso |
| NTSC 1.02 | rom/ntsc/Dark Cloud (NTSC).iso |
3. Build the project
Linux / macOS
./build.sh <configuration>
Windows
build.bat <configuration>
The first Windows build downloads the pinned toolchain into .kazarov/windows, including
llvm-mingw, Rust and an LGPL FFmpeg; see docs/WINDOWS.md.
4. Run the project
./run.sh <configuration> [arguments]
Native runs through run.bat or run.sh keep runtime files in the ignored
port/run/ directory: extracted data in data/ or packed data in data.zip, saves and settings in save/,
and soundtrack files, icons and relative screenshot output alongside them.
Relative input and output arguments resolve from port/run/; use absolute paths
for files elsewhere. Build output stays in port/build/.
Build Configurations
| Configuration / task | Platform | Build |
|---|---|---|
ps2-pal | PlayStation 2 | PAL executable and disc image |
ps2-ntsc | PlayStation 2 | NTSC 1.02 executable and disc image |
linux-x64-release | Linux x64 | Release |
linux-x64 | Linux x64 | Debug |
macos-arm64-release | macOS ARM64 | Release |
macos-arm64 | macOS ARM64 | Debug |
windows-x64-release | Windows x64 | Release |
windows-x64 | Windows x64 | Debug |
switch | Nintendo Switch | Homebrew .nro (see docs/SWITCH.md) |
assembleDebug | Android | Debug APK (experimental) |
assembleProfile | Android | Profile APK (experimental) |
Run Android Gradle tasks from port/android with gradlew.bat <task> on
Windows; see the Android build
documentation.
Build Options
The root build scripts accept these environment variables:
| Variable | Description |
|---|---|
CLEAN=1 | Removes the selected configuration's build directory before building. |
JOBS=N | Sets the number of parallel build jobs. |
For example:
CLEAN=1 JOBS=8 ./build.sh linux-x64-release
