Reverse‑engineering the original Alundra PlayStation game in C# and rebuild it with CasaEngineMonoGame. Based on surixurient
- Project Overview
- Getting Started
- Toolchain
- Building & Running
- Ghidra
- Roadmap
- Contributing
- License
- Acknowledgements
This repository contains tools and documentation used to dissect the Alundra game assets, executable and logic. Our long‑term goal is to achieve a faithful, open‑source re‑implementation using CasaEngineMonoGame while providing a clear legal and technical reference for researchers, modders and preservationists.
| Software | Minimum version | Notes |
|---|---|---|
| .NET SDK | 8.0 | Build the C# tooling & CasaEngine fork |
| Ghidra | 11.3.1 | Static analysis of the original ELF |
| PCSX‑Redux | Latest | Debugging the PS‑One ROM in real time |
| Visual Studio | 2022 | Recommended IDE (optional) |
| MonoGame | 3.8 | Game engine used for the remake |
Legal note – You must own a legitimate copy of the original Alundra disc to extract and analyse game data. No copyrighted assets are distributed in this repository.
# Clone the repo with sub‑modules (CasaEngine fork)
$ git clone --recursive https://github.com/your-org/alundra-datas-analyser.git
# Restore .NET dependencies
$ dotnet restore- Dump all data from your own disc image.
- Update paths in
GraphicsTool/appsettings.json. - Launch the alundramultitool
- You can open the Datas.bin to see maps and assets
- You can play the game (work in progress). Only used to test the game engine.
| Component | Purpose |
|---|---|
| GraphicsTool | Visual exploration of tilesets, sprites & maps |
| CasaEngineMonoGame | Cross‑platform runtime for the in‑progress remake |
| Scripts/ | Python helpers (data extraction, format conversion) |
| PCSX‑Redux | Emulator with symbol loading & memory watch windows |
| Ghidra project | Decompilation workspaces and function labels |
# Build all C# projects in Release configuration
$ dotnet build -c Release
# Run the remake prototype (loads external assets)
$ dotnet run --project alundramultitoolThe prototype currently boots into the intro map and allows basic movement.
The analyze has been done with the french version of Alundra.
- Event scripting VM – interpret map triggers and cut‑scene events.
- Collision system parity – replicate original tile & entity collisions.
- Save‑state importer – convert original memory card saves to JSON.
We welcome pull requests, bug reports and feature proposals. Please follow these steps:
- Fork the repository and create your feature branch:
git checkout -b feat/my‑feature. - Commit your changes with clear messages and run
dotnet test. - Open a Pull Request against the
mainbranch and fill in the PR template. - A maintainer will review; please be ready to revise.
Coding style is enforced via EditorConfig and dotnet format. Large binary files should not be committed – use Git LFS if absolutely necessary.
Source code is released under the MIT License. Original Alundra assets remain the property of their respective rights holders and are not included in this repository.
- Matrix Software & Sony for creating the original game.
- The PCSX‑Redux team for their excellent debugging emulator.
- Contributors to CasaEngine for sharing their engine with the community.