项目介绍

SAT-R/sa2 是一个托管在 GitHub 上的开源项目,主要使用 C 编写,目前获得 626 个 Star、61 次 Fork。

仓库全名
SAT-R/sa2
Star 数
626
Fork 数
61
未关闭 Issue
8

README 摘要

Sonic Advance Trilogy :warning: This project is not completed and still under active development This is a work in progress matching decompilation of Sonic Advance 1, 2, & eventually 3 It builds the following ROMs: sa1.gba sha1: eb00f101af23d728075ac2117e27ecd8a4b4c3e9 (Europe) (En,Ja,Fr,De,Es) sa2.gba sha1: 7bcd6a07af7c894746fa28073fe0c0e34408022d (USA) (En,Ja,Fr,De,Es,It) sa2europe.gba sha1…

完整内容见 GitHub 原始 README 或本页 。

常见问题

sa2 用什么语言开发?

主要使用 C 编写,目前有 626 个 Star。

如何获取 sa2 的源码?

可以直接克隆仓库:git clone https://github.com/SAT-R/sa2.git;安装与运行步骤见仓库 README。

sa2 最近还在维护吗?

仓库最近一次更新为 5月30日,当前有 8 个未关闭 Issue;Star 数为 626,可作为社区活跃度的参考。

关于

A decompilation and port of Sonic Advance 1 & 2 - GameBoy Advance game's written in C

描述取自 GitHub 官方 API,中文内容由 GitRead 中文社区 编辑团队整理。

简要分析

热度分
1374
价值分
456
活跃状态
活跃

README

Sonic Advance Trilogy

Sonic Advance 2 title screen

SA1 Decompilation Progress Decompilation Matching Progress
SA2 Decompilation Progress Decompilation Matching Progress

CI status Contributors Discord

:warning: This project is not completed and still under active development

This is a work in progress matching decompilation of Sonic Advance 1, 2, & eventually 3

It builds the following ROMs:

  • sa1.gba sha1: eb00f101af23d728075ac2117e27ecd8a4b4c3e9 (Europe) (En,Ja,Fr,De,Es)
  • sa2.gba sha1: 7bcd6a07af7c894746fa28073fe0c0e34408022d (USA) (En,Ja,Fr,De,Es,It)
  • sa2_europe.gba sha1: b0f64bdca097f2de8f05ac4c8caea2b80c5faeb1 (Europe) (En,Ja,Fr,De,Es,It)
  • sa2_japan.gba sha1: dffd0188fc78154b42b401398a224ae0713edf23 (Japan) (En,Ja,Fr,De,Es,It)
  • sa2_japan_vc.gba sha1: 2aa6ee2cf2b0ebfafbea6d6d24165b252a7e329e (Japan) (En,Ja,Fr,De,Es,It) (Virtual Console)
  • sa2_beta.gba sha1: 3368642fc4157824af63367e2a685b7d6ee9b09d (USA) (Beta) (2002-10-25)

It can also build:

  • sa2.sdl make sdl (Linux/MacOS SDL 64bit port)
  • sa2.sdl_win32.exe make sdl_win32 (Windows SDL 64bit port)
  • :construction: sa2.win32.exe make win32 (Win32 OpenGL port, not functional)
  • sa2.ps2.iso make ps2 (PlayStation 2 port, requires PS2DEV)
  • EBOOT.PBP make sdl_psp (PlayStation Portable SDL port, requires PSPDEV)

Current state (SA2)

Sub games

Within the Sonic Advance Trilogy roms there are some “Sub games” which we have begun to decompile as part of this project. These sub games are automatically compiled and bundled during the main build process, as they are necessary to create a matching binary.

Game Multiboot rom Decompilation
SA2 mb_chao_garden.gba Decompilation Progress
SA2 collect_rings.gba Decompilation Progress

Setting up the repo

Please see follow these instructions

Contributing

Join us on discord to get started in helping out. Otherwise, we are always looking for people to document the code base, and there are many non matching functions which need human input to resolve.

Strict No LLM / No AI Policy

  • No LLMs for issues.
  • No LLMs for pull requests.

This project was created as a learning excerise, I (freshollie) like learning new things. Of course it also has real world outcomes (having the ability to play, mod, port this game), but we as maintainers are not interested in submissions from LLM origin.

We want humans to use this project to practice their skills. Reverse engineering, documenting, understanding, being part of the process. If you submit a pull request we want you to have accountability as well as knowledge of what you’ve done. We want you to develop on those skills and continue to contribute. If “the computer” did all the work for you, we are not interested.

Our policy is based off Zig’s

Layout

├── asm
│   ├── macros # Common macros used in asm files
│   └── non_matching # Non matching assembly pulled in the C compilation process
├── chao_garden # The tiny chao garden project (based on the SA2 version)
├── data # Raw data pulled into the rom via ASM files
├── graphics # Graphics related assets
├── include # Headers
├── libagbsyscall # The agbsyscall library included as part of the nintendo SDK
├── multi_boot # Any multiboot roms (used for singlepak multiplayer)
├── scripts # Scripts used in the decompilation process
├── sound # Sound related assets
├── src
│   ├── data # C files which pull in assets as part of the compilation process
│   ├── game
│   │   ├── sa1
│   │   ├── sa2
│   │   └── shared # C files used across all 3 games
│   ├── lib # libraries which were originally statically linked
│   │   ├── agb_flash
│   │   └── m4a
│   ├── platform # port related code
│   └── . # src root contains Dimps "engine" C files
└── tools # tools used for compilation or extraction

Notable info

Credits

  • JaceCear for his dedication to understanding the internals of the graphics engine, writing tools to extract this data, as well as massive effort in contributing towards the decompilation process (including decompiling the whole of sa1!), and setting up the PC ports
  • Shout out to @froggestspirit for the drive to set this project up
  • Special thanks to @normmatt for the initial repo setup and sounds disassembly
  • Pokemon Reverse Engineering Tools community for their help with the project, and tooling for GBA decompilations
  • Kermalis for their tool which was used to dump the game midis
  • 琪姬 for their exellent work documenting all the quirks of matching midis

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