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
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/
Useful? Star Awesome REA on GitHub2.4k
About this entry
The description was reviewed against primary sources.
Primary sources
- README.md GitHub · ReGame-Labs/dtbe_decomp · Revision eb76086
- src/README.md GitHub · ReGame-Labs/dtbe_decomp · Revision eb76086
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