A disassembly of one of my favorite Game Boy games -- still very much a work in progress at the moment. Feel free to contribute.
- Install rgbds
- Either run
make all
orbuild.bat
, depending on your preference. - The assembled game and a BGB compatible
.sym
file will appear in theout
folder.
The resultant file should have this hash: md5: 03c6d84a951be6703b7458478f4277b9
- Make something better. Perhaps start by doing something like:
- Giving a function or variable a (better) name.
- Properly defining a RAM address (eg. labelName: ds 1).
- Turning a raw pointer (eg. $4242) into a proper label (eg. magicSound).
- Adding a missing label
- Adding informative comments
- etc.
- Verify that your changes still result in a byte-for-byte identical game.
- Submit a pull request.
At the current phase of this project, please refrain from moving any chunk of code into a separate file.
Subject to change.
docs
- Assorted notes regarding the game's formats and structurepacked
- Destination folder for graphics, etc. after compressionout
- Output directory for the build processscripts
- Various scripts to extra data from the gameSRC
- Top level source codeSRC/gfx
- Uncompressed CHR and tilemap dataSRC/levels
- Uncompressed level map data, level enemy data, and metatile data (bin)
- mgbdis - The disassember used to create this project.
- LA DX Disassembly - A disassembly project of another game that also uses rgbds.
- TCRF - Article on the Cutting Room Floor wiki concerning this game.