Special thanks

This commit is contained in:
Luciano Ciccariello 2023-02-28 15:40:00 +00:00
parent 7e96b5ec46
commit be6b21b568

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@ -124,3 +124,16 @@ The project is very barebone at the moment and there is a massive room of improv
Be aware that not all the offsets have been yet redirected, so it will still be not entirely functional until further update.
* I suspect that PSY-Q 3.5 have been used to originally compile the game
* `main.exe` uses PS-X libraries that might have been created with a different compiler and with `-O1` rather than `-O2`
## Special thanks
This project is possible thanks to the hard work of tools provided by the Decompilation community:
* [mips2c](https://github.com/matt-kempster/m2c) from @matt-kempster to decompile MIPS assembly into C. This proven to be more accurate than Hexrays IDA and Ghidra.
* [splat](https://github.com/ethteck/splat) from @ethteck to disassemble code and extract data with a symbol map. This tool provides the fundamental of the SOTN decomp.
* [asm-differ](https://github.com/simonlindholm/asm-differ) from @simonlindholm to know how the decompiled code compares to the original binary.
* [decomp-permuter](https://github.com/simonlindholm/decomp-permuter) from @simonlindholm to pick different versions of the same code that better matches the original binary.
* [decomp.me](https://github.com/decompme/decomp.me/) by @ethteck, @nanaian and @mkst to provide a collaborative decompilation site to share and contribute to work-in-progress decompiled functions.
* [frogress](https://github.com/decompals/frogress) by @ethteck to store and retrieve progression data.
* [esa-new](https://github.com/mkst/esa-new) by @mkst as an inspiration on how to set-up a PS1 decompilation project.
* [oot](https://github.com/zeldaret/oot) as an inspiration of what it is possible to achieve with a complete disassembled video game.