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Case study

Digimon Rumble Arena: matching PlayStation decompilation

Digimon Rumble Arena decomp reconstructs the Japanese and USA PlayStation releases as C and assembly that the author reports rebuilds the executable and 13 code overlays byte for byte. GCC 2.95.2, splat and objdiff support the matching workflow; remaining overlay functions are still assembly.

Targets
Game
Category
Independent reconstruction cases
Relationship
Independent reconstruction project
Sources reviewed
Stars
7
Last commit
2026-11-09
Language
C
License (GitHub)
MIT

GitHub data as of 2026-11-09

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Requirements & limits

  • Prerequisites: An original Japanese or USA game disc image.
  • Prerequisites: Linux build tools including MIPS binutils, Python and the specified GCC 2.95.2 workflow.
  • Limits: Many overlay functions remain as assembly.
  • License: MIT licence.

Cite

BibTeX

@misc{digimon-rumble-arena-decomp-case,
  title = {{Digimon Rumble Arena: matching PlayStation decompilation}},
  howpublished = {\url{https://github.com/ReGame-Labs/dtbe_decomp}},
  url = {https://github.com/ReGame-Labs/dtbe_decomp},
  urldate = {2026-11-06},
  note = {Awesome REA entry: \url{https://awesomerea.org/resources/digimon-rumble-arena-decomp-case/}}
}

Plain text

Digimon Rumble Arena: matching PlayStation decompilation. https://github.com/ReGame-Labs/dtbe_decomp (accessed 2026-11-06). Awesome REA entry: https://awesomerea.org/resources/digimon-rumble-arena-decomp-case/

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About this entry

The description was reviewed against primary sources.

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Primary sources

  1. README.md GitHub · ReGame-Labs/dtbe_decomp · Revision eb76086
  2. src/README.md GitHub · ReGame-Labs/dtbe_decomp · Revision eb76086

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