Abe's Exoddus (decompile)

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paulm
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Abe's Exoddus (decompile)

Post by paulm » June 6th, 2019, 8:36 am

Very similar to the Tomb Raider chronicles decompiliation project but for Abe's Exoddus.

However this project uses the PC source as the base but its actually the same as the PSX version with PSYQ API level emulation.

If GhostBlade didn't already steal your for his project and you'd like to contribute to this one instead the github is here:

https://github.com/AliveTeam/alive_reversing

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Post by Administrator » June 8th, 2019, 12:20 am

That is insane. Can't believe you've already got some of it decompiled and reversed back to C!
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by paulm » June 8th, 2019, 2:38 am

Thanks - here are some "interesting" bugs from various points in time: https://www.youtube.com/watch?v=pEaYNU0 ... 4-1c7cNln9

Edit: Oh also the overall progress is about 55%.

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Post by Administrator » June 9th, 2019, 9:54 pm

That's pretty interesting! I wonder why it happens. Maybe the loop gets interrupted and it has a delay before re-processing it?
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by paulm » June 16th, 2019, 4:10 am

Haha yeah - its just logic bugs from me mis-decompiling some functions. Usually stuff just crashes or out right fails, and sometimes you get funny results like this.

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Post by sickle » February 10th, 2020, 8:08 am

Oh, nice job!

I unpacked the PC .exe a while back to have a poke around but lost all of it - great to see work still being done :D

Haven't had a proper look around the repo, but did you find all the debug menus?

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Post by Someone » February 15th, 2020, 8:36 pm

One thing I hate about PC port is that it lacks reverberation effects from PS1 version. If this project will implement them in a proper and flawless way I will be more than happy, otherwise it has zero value to me. It always pissed me off when developers absolutely didn't care about sound, so many games were literally made by deaf people... Or they were just too dumb to make adequate sound engine?

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Post by paulm » March 23rd, 2020, 2:28 am

Yeah the sound is quite bad. I am trying to put back in the original PSX SPU calls and wire it up to a SPU emulator. I can see why they didn't do that. Its bloody hard to do. If anyone is into this stuff or can provide any help then please do ;).

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Post by causeofdeath » March 30th, 2020, 3:30 pm

@paulm: Can you please explain your workflow. What tools do you use. How do you test the decompiled code. What sort of environment you have (hw/sw), etc.

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