Complete Resident Evil 4 GameCube decompilation published
1 Sep 20 1:38 PM · 5d ago · 1 article · 3 posts · 3 sources · development 1 of 1
A GitHub repository released the full byte-identical decompilation of Resident Evil 4 for Nintendo GameCube, based on the G4BE08 debug build from November 25, 2004. The project reproduces the main.dol executable and all 114 REL overlays exactly, verified by SHA1 checksums.
“A complete, byte-identical decompilation of Resident Evil 4 for the Nintendo GameCube: the G4BE08 debug build (the "Nov 25 2004" prototype, both discs), whose Bio4.sym files name every function.”
github.com/adonis-singh/re4 repositoryadonis-singh decompilation project authorCapcom copyright holder
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What was reported 1 claim about this development
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first by HN Frontpage, 5d ago
What people said 10 voices · verbatim
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From a preservation perspective, this is one of the least useful decomps ever, given how committed Capcom is to making sure RE4 is ported absolutely everywhere (kidding!)Made using the leaked debug build and its symbols, which shows how meaningful the work the game preservation community that acquires and distributes these things is.OTOH this is…
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I opened a file at random. This looks more like emulating the behavior in compilable C syntax rather than recovering the game's programmingvoid Em1eWeaponSet(cEm10* em) { Em10Work* w = EM10_WK(em); w->mot[41] = 0; w->mot[42] = 0; … w->mot[62] = 0; w->mot[63] = ARC(0x26C); w->mot[64] = ARC(0x26D); w->mot[65] = ARC(0x276); w->mot[66] = ARC(0x277)…
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Despite all "hate" against AI in the (retro)-gaming scene I'm genuinely excited to see these kind of projects (not sure if this one involved any kind of AI) and emulation.From a technical perspective emulation is absolutely amazing, it requires deep technical knowledge, an excellent understanding of the source system and the optimisations are on…
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I'm so emotionally torn about all the awesome decompilation work done.Too bad all the cool decompilation is happening for games on early 3D centric consoles. I say this a Quake fanatic. Low res textures combined with that blurry bilinear style filtering is a look that's not easy to love. It's just a generational thing I guess.
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Yes, that is how decompilation projects work.The puzzle is then trying to piece the context back together by probing the game to recover something that approximately resembles what the original code might have looked like.Eventually you can do things like Dusklight for advanced modding and feature implementation.
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CC0, on the decompilation of a copyrighted work? That's... Not the way it works.You inherit the copyright from the original, as this is derivative.There's a reason decompilation has always been a grey area of seeing whether or not the copyright holder cares.
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- special and maybe even a stupid request- can someone skilled and passionate look into doing some of the older ubi titles?- like maybe rainbow six vegas 1/2 or- splinter cell games?
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I hope that the CC0 license doesn't make any problems. It might though since decompilation does not remove the copyright of Capcom. Maybe just hope that they just don't care anymore
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There is more normal looking code in other files. It sounds like the original game had animation data (or similar) embedded in the C code.
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Not a surprise. Now the fun works starts: Deriving semantics from psuedo-assembly.
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