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adonis-singh/re4

Resident Evil 4 (GameCube, G4BE08 debug build) — complete byte-identical decompilation to C/C++

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Created Sep 15, 2026Updated Sep 27, 2026

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README

Resident Evil 4 (GameCube) decompilation

This is a complete decompilation of the GameCube debug build of Resident Evil 4, G4BE08, the "Nov 25 2004" prototype on two discs. The debug build shipped with Bio4.sym symbol files that name every function, and that is what made a full decompilation possible.

Building the repository gives back the exact original files: main.dol and all 114 REL overlays, checked against config/G4BE08/build.sha1 on every build. The source is about 570,000 lines of C and C++ in src/ and 44,000 lines of headers in include/, with no assembly files.

The code is built with the compilers the original was built with:

Code Compiler
The game SN Systems ProDG 3.9.3, GCC 2.95.3 "SN BUILD v1.79", built from SN's GPL source release
CRI middleware (adx_*, sfd_*, mpv_* and the rest in src/lib/) Metrowerks CodeWarrior 2.4.7, which CRI shipped the libraries with
Nintendo SDK (OS*, GX* and the rest in src/lib/) Metrowerks CodeWarrior GC/1.2.5n, sources from dolsdk2004

There are no game assets in this repository. To build it you need your own images of the debug discs. Disc 1 has main.dol and most of the RELs, disc 2 has the four RELs for the island stages.

Building

You need Linux, Python 3 and ninja. The first configure run downloads decomp-toolkit, objdiff, wibo and the CodeWarrior compilers. The SN GCC is built once from SN's source:

# 1. build the SN compiler once (needs SN's GPL source release, see tools/sn-gcc/build.sh)
SN_GCC_SRC=/path/to/NGC_GNU_SRC/NGC tools/sn-gcc/build.sh

# 2. copy in your disc images
cp re4_debug_disc1.iso re4_debug_disc2.gcm orig/G4BE08/

# 3. build
python3 configure.py && ninja

ninja finishes with a progress report that should say 100% matched and linked. To check the result, build/tools/dtk shasum -c config/G4BE08/build.sha1 should print one OK per file, 115 in all.

When working on one unit, python3 tools/bytecmp.py game/foo compares its object file with the original, and python3 tools/fdiff.py game/foo <symbol> shows one function side by side.

What's where

  • src/game/ is the game itself. src/em*/ are the enemies, src/wep*/ the weapons, src/pl*/ the player characters and src/st*/ the rooms, one REL per room. src/t_*/, src/Tools/ and src/tools/ are the in-game debug editors, src/Sscrn/ the menu screens and src/lib/ the SDK, CRI and runtime libraries.
  • include/ has the headers, including the reconstructed structs.
  • config/G4BE08/ has the unit lists, symbols, splits, linker scripts and per-REL data.
  • tools/ has the build scripts, the compare tools, the SN compiler build and the research kit. tools/motion_export.py exports the game's animations to glTF and BVH, see tools/motion/README.md.
  • docs/overview.md is a guide to how the engine fits together. docs/matching.md explains how the matching was done and docs/unit-notes.md has notes per unit. docs/research/ is the detailed log.

How close is the match

Every unit compiles to the original bytes with the original compilers. In some places the compiler only picks the same registers or instruction order as the original if the code is written in a particular way, and no natural way of writing it was found. Those spots are marked with a // COMPILER-DIFF: comment, 526 of them at the moment. Most are a dead test, an empty asm("") or a register T x asm("rN") declaration. None of them puts an instruction into the output, and python3 tools/asmcheck.py --all checks that. docs/matching.md explains the reason behind each kind. Getting this number down is ongoing work.

Almost all the assembly left is code the original developers also wrote in assembly, because their compilers couldn't express it in C. That's the paired-single math and matrix routines, the GQR setup, an exception handler, the cache and SPR code in the CRI video decoder, and eight startup, debugger and decompression units that were assembly to begin with. In the game code asmcheck.py counts 231 instructions of it, with the eight assembly units counted separately. The exceptions are in the CRI libraries: one small block in dct_ac that works around a difference between our build of CodeWarrior and Capcom's, and 28 register pins that emit nothing. docs/naming.md lists all of it.

Names

Function names are Capcom's own, from Bio4.sym. They are C++ mangled names, which is why the game code is C++ and the SDK, CRI and C library code is C. File names and the split into units come from the D:/Bio4/Prog/<file>.cpp paths the asserts left in the binaries.

Struct and field names come from three places. Most are Capcom's, taken from the debug information in the PS2 debug build and matched to the GameCube layouts with tools/ps2sym.py. Some are ours, named from how the code uses them. The rest are placeholders like x1C, named after their offset because their meaning isn't known yet. Capcom's names keep Capcom's spelling, so the naming style is mixed on purpose. Constants use the PS2 build's enums. docs/naming.md has the details.

Contributing

See CONTRIBUTING.md for the build, the three checks a change has to pass and the rules. The main rule is that the output bytes never change.

Legal

The reconstructed game and SDK source is the property of Capcom, Nintendo and CRI Middleware and is published for research and preservation only. The build scripts, tools, configuration and documentation written for this project are released under CC0, see LICENSE.