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$ show pret/pokeruby

[account β†—] [repo β†—] APPLICATION β˜… 987 265 ● active (last update 6 months ago)
reviewed by: deepseek/deepseek-v4-flash

pret/pokeruby is a reverse-engineering project that reconstructs the complete source code of PokΓ©mon Ruby and Sapphire (Game Boy Advance) in C and ARM assembly. The build system compiles the entire game into byte-identical .gba ROMs, verified by pinned SHA1 checksums across a matrix of variants: Ruby/Sapphire, revisions 0/1/2, German localization, debug builds, and a modern-toolchain mode. The repository is the actual working source of the game engine, not documentation: it contains the battle system (turn logic, AI, animations via sprite templates and affine transforms), overworld/field state machines (weather, poison, cut, evolving, day care), PokΓ©mon storage and save/load serialization, contest/link multiplayer subsystems, and the m4a sound driver, all written directly against GBA hardware registers and ARM7TDMI constraints. The architecture is a monolithic single-binary ROM rather than a service or library. Entry points are AgbMain() and the CB2_* main-loop callback system; game systems are orchestrated by a 16-slot task scheduler and a sprite/OAM manager. The build is driven by a sophisticated Makefile that feeds custom C++ asset pipelines β€” gbagfx (PNG↔GBA tile conversion, Huffman compression), preproc (charmap string embedding, INCBIN expansion), scaninc (include/incbin dependency resolution), mid2agb and wav2agb (MIDI/WAV to m4a data), mapjson/jsonproc (map JSON to assembly) β€” which generate C arrays and assembly that the hand-written sources consume. Data flows are: raw asset β†’ tool β†’ generated C/asm table β†’ compile/link β†’ .gba ROM β†’ SHA1 comparison against the retail cartridge dump. Because this is a decompilation, the code carries inherent artifacts: sub_* function names, NONMATCHING stubs with NAKED asm fallbacks, unused/unreferenced data, and known UB comments. However, the project is professionally maintained with CI, organized headers, careful localization branching, and a clean separation between game code and build tooling. The tools/ directory is the most reusable asset β€” each utility is standalone and portable to any GBA homebrew or decomp effort β€” followed by small hardware-abstraction layers like include/gba/macro.h and src/trig.c.

RATING8.7/10
QUALITY8.2/10
MAINTENANCEactive
DRIFTlow
CONTRIBUTORS79
VELOCITY0.41
OPEN ISSUES32
CLOSED ISSUES50
LAST COMMIT6 months ago
Files by Type (count)
Other (.png)
3265
Other (.pal)
2057
Other (.bin)
1087
Other (.inc)
1069
Other (.wav)
506
C/C++ Header
437
Other (.mid)
417
JSON
399
C
367
Other (.s)
33
C++
25
Git Ignore
18
Files by Type (size)
C
8MB
C/C++ Header
6MB
Other (.inc)
3MB
Other (.wav)
3MB
JSON
1MB
Other (.png)
1MB
Other (.bin)
1MB
Other (.mid)
1MB
Other (.s)
904KB
C++ Header
876KB
Other (.pal)
370KB
C++
250KB

The LLM identified 7 files worth highlighting for reuse:

Standalone C++ preprocessor that rewrites C/C++ game sources into GBA-compatible assembly: converts _("...") strings to chardump byte arrays using a charmap-driven encoding, and expands INCBIN_S8/U8/S16/U16/S32/U32 directives into C array initializers. It is the backbone of every GBA decomp project's text/asset embedding and can be lifted into a new GBA toolchain with zero game-code coupling.

file: tools/preproc/c_file.cpp β†— | tags: #asset-pipeline #code-generation #gba

Command-line converter between PNG and GBA-native 4bpp/8bpp planar tile formats, including palette extraction, tilemap encoding/decoding, and Huffman compression used by the m4a/GBA graphics pipeline. Fully self-contained, deterministic, and directly reusable for any tile-based GBA or retro-embedded graphics pipeline.

file: tools/gbagfx/gfx.c β†— | tags: #asset-pipeline #image-conversion #compression

Parser and generator that reads annotated .sym files (with .include, .space, .align commands and language conditionals) and emits linker scripts for ROM layout. Demonstrates clean C++ file handling with move constructors and a structured RaiseError/RaiseWarning/ReportDiagnostic reporting pattern β€” a reusable template for any linker-script or symbol-map generator.

file: tools/ramscrgen/sym_file.cpp β†— | tags: #linker-script-generation #build-tooling

Converts MIDI sequences into assembly data for the GBA m4a sound driver, handling track parsing, note tracking, and conversion to the driver's bytecode format. A well-isolated converter whose parsing architecture (midi.cpp / agb.cpp split) applies to any MIDI-to-embedded-audio toolchain.

file: tools/mid2agb/agb.cpp β†— | tags: #audio-conversion #midi #embedded

The core asynchronous task scheduler used by every game system: a 16-slot table of function pointers plus a 16-entry scratch data array, with CreateTask/DestroyTask/RunTasks/SwitchTaskToFollowupFunc and priority ordering. Although it references game globals, the scheduler pattern is small, self-contained, and the canonical approach for structuring GBA game logic; it can be extracted into any embedded/retro project with minimal adaptation.

file: src/task.c β†— | tags: #task-scheduler #state-machine #game-loop

Macro-level abstraction layer for ARM7TDMI GBA hardware: DMA 3-in-1 copy/fill macros, CPU fill/copy, and register access helpers. The clean parameterized design (DmaCopyLarge, Dma3FillLarge_, CpuFill16) is the standard pattern for bulk memory transfers on GBA and is directly reusable in any homebrew or emulation-adjacent project.

file: include/gba/macro.h β†— | tags: #hardware-abstraction #dma #embedded

Implements Q8.8 and Q4.12 fixed-point sine tables with Sin/Cos/Sin2/Cos2 accessors for affine sprite/background transforms. Minimal dependencies, classic lookup-table optimization for a no-FPU target β€” the canonical pattern for any 2D game engine that needs rotation without floating point.

file: src/trig.c β†— | tags: #fixed-point-math #lookup-table #2d-graphics
Last analyzed: 2026-09-13 03:19:29.238709
Next check: 2026-09-20 03:19:29.183747
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