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Abe's Exoddus (decompile)

Posted: June 6th, 2019, 8:36 am
by paulm
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

Re: Abe's Exoddus (decompile)

Posted: June 8th, 2019, 12:20 am
by Shadow
That is insane. Can't believe you've already got some of it decompiled and reversed back to C!

Re: Abe's Exoddus (decompile)

Posted: June 8th, 2019, 2:38 am
by paulm
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%.

Re: Abe's Exoddus (decompile)

Posted: June 9th, 2019, 9:54 pm
by Shadow
That's pretty interesting! I wonder why it happens. Maybe the loop gets interrupted and it has a delay before re-processing it?

Re: Abe's Exoddus (decompile)

Posted: June 16th, 2019, 4:10 am
by paulm
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.

Re: Abe's Exoddus (decompile)

Posted: February 10th, 2020, 8:08 am
by sickle
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?

Re: Abe's Exoddus (decompile)

Posted: February 15th, 2020, 8:36 pm
by Someone
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?

Re: Abe's Exoddus (decompile)

Posted: March 23rd, 2020, 2:28 am
by paulm
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 ;).

Re: Abe's Exoddus (decompile)

Posted: March 30th, 2020, 3:30 pm
by causeofdeath
@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.