Thanks to visit codestin.com
Credit goes to github.com

Skip to content

xcasadio/alundra-datas-analyser

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Alundra Data‑Analyser

Reverse‑engineering the original Alundra PlayStation game in C# and rebuild it with CasaEngineMonoGame. Based on surixurient


Table of Contents

  1. Project Overview
  2. Getting Started
  3. Toolchain
  4. Building & Running
  5. Ghidra
  6. Roadmap
  7. Contributing
  8. License
  9. Acknowledgements

Project Overview

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.


Getting Started

1. Prerequisites

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.

2. Installation

# 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

3. Quick Start

  1. Dump all data from your own disc image.
  2. Update paths in GraphicsTool/appsettings.json.
  3. Launch the alundramultitool
  4. You can open the Datas.bin to see maps and assets
  5. You can play the game (work in progress). Only used to test the game engine.

Toolchain

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

Building & Running

# Build all C# projects in Release configuration
$ dotnet build -c Release

# Run the remake prototype (loads external assets)
$ dotnet run --project alundramultitool

The prototype currently boots into the intro map and allows basic movement.


Ghidra

The analyze has been done with the french version of Alundra.


Roadmap

  • 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.

Contributing

We welcome pull requests, bug reports and feature proposals. Please follow these steps:

  1. Fork the repository and create your feature branch: git checkout -b feat/my‑feature.
  2. Commit your changes with clear messages and run dotnet test.
  3. Open a Pull Request against the main branch and fill in the PR template.
  4. 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.


License

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.


Acknowledgements

  • 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.

About

Analyze how Alundra's data is structured

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • C# 93.8%
  • Lua 4.3%
  • Python 1.6%
  • Java 0.3%