
Scooby-Doo! Unmasked (Scooby-Doo: Re-Masked)
Port nativo de Scooby-Doo! Unmasked (Scooby-Doo: Re-Masked) para PC.
Scooby-Doo! Unmasked (Scooby-Doo: Re-Masked)
Port nativo basado en su ficha de origen.
README del repositorio
Scooby-Doo: Re-Masked
A statically recompiled PC port of Scooby-Doo! Unmasked (GameCube, 2005). The game's PowerPC code is translated ahead of time to C++ with WiiCompiled and compiled into a Windows program, so there is no CPU emulator; the console's graphics, audio and system calls are reimplemented underneath, drawn by a modern renderer.

Screenshots from this port, rendered in widescreen.
Features
- Up to 4K (720p, 1080p, 4K or your screen's size)
- Widescreen: original 4:3, 16:9, fill the screen, or cinematic 2.39:1
- 120 or 180 fps with frame interpolation (the game itself runs at its original 60)
- HDR output (scRGB) on HDR displays, with brightness and highlight controls
- Tear-free presentation, borderless or exclusive fullscreen, or a window
- Gamepads (Xbox, PlayStation, Switch Pro, GameCube adapter) and keyboard, remappable in game; button prompts match your controller
- GameCube memory-card saves, and mods that replace game files or textures
- A launcher that installs the game from your own disc image
No game data is included: the game's data and its original code are read from your own disc at startup.
Playing
You need Windows 10 or 11 (64-bit) and your own dump of Scooby-Doo! Unmasked for the GameCube, USA
(G5DE78) as a .iso, .gcm or .ciso file (for example dumped with CleanRip on a Wii).

- Download the latest release and unzip it anywhere.
- Open
Scooby-Doo Re-Masked.exe, the only program you need to open. - On the Play page choose your disc image. The game files are copied into the
datafolder once; the image file isn't needed afterwards. - Pick display options on the Display page and press PLAY.
In game, F10 opens the settings menu (resolution, picture shape, frame rate, controls, audio) and F11 switches between fullscreen and a window.
| Keyboard | GameCube |
|---|---|
| W A S D | Control stick |
| Arrow keys | C-stick (camera) |
| Space | A |
| Left Shift | B |
| R / F | X / Y |
| C | Z |
| Q / E | L / R |
| Enter | Start |
| I J K L | D-pad |
Saves and settings live in data\UserData. Mods go in data\UserData\mods\<name>\ with a files\ folder that
mirrors the disc (replacing game files) and/or a textures\ folder of texture replacements; the launcher's
Mods page switches them on and off. To update, unzip a new release over the old folder: your disc, saves and
settings are kept.
Building from source
Windows 10/11 x64 with Python 3 and Git on PATH. Everything else (LLVM-MinGW, CMake, Ninja, SDL3, Dawn, the
.NET 8 SDK) is downloaded into the repository's toolchain\ and wiicompiled\Dependencies\ folders on the first
build; nothing is installed system-wide.
git clone https://github.com/josiahg2502-glitch/Scooby-Doo-ReMasked
cd Scooby-Doo-ReMasked
powershell -ExecutionPolicy Bypass -File tools\build-launcher.ps1
# Extract your disc image to Disc\DATA (the translation reads the game's code from it):
& "launcher\publish\Scooby-Doo Re-Masked Launcher.exe" --extract "C:\path\to\Scooby-Doo Unmasked.iso" Disc\DATA
powershell -ExecutionPolicy Bypass -File tools\build-scooby.ps1
powershell -ExecutionPolicy Bypass -File tools\package-scooby.ps1 -Zip
build-scooby.ps1 translates the game (about 28,000 functions) and compiles it; the first build takes a while.
The game lands in Play\, and package-scooby.ps1 assembles dist\ScoobyDooReMasked\ (and -Zip the release
zip). Build logs are in build-logs\. AGENTS.md has the technical notes: how the logic modules, the display
copy, the GameCube DVD/card/audio paths and the renderer fixes work.
Layout
| Path | What |
|---|---|
wiicompiled/translator | PowerPC to C++ static recompiler (C#) |
wiicompiled/runtime | Runtime and GameCube SDK HLE (OS, DVD, card, PAD, AX audio, VI, GX) |
wiicompiled/aurora-main | Aurora: GameCube GX on WebGPU (Dawn / Direct3D 12) |
wiicompiled/projects/scooby | This game's project: symbols, function map, address remaps, logic-module tools |
launcher | The launcher (C# WinForms): disc setup, display options, controls, mods |
tools | Build, package and test scripts |
Credits
- Port: JosiahG
- WiiCompiled (the recompiler and runtime) by patchzyy and contributors, GPLv3
- Aurora by Luke Street, MIT; Dawn, SDL3 and the other components listed in
wiicompiled/THIRD-PARTY-NOTICES.md - Launcher title font "Scooby Doo" by Lauren Ashpole (FontSpace), free for personal use
- Launcher Scooby and Mystery Machine images: fan art (the Scooby picture also replaces the HUD portrait)
- Button prompts from Kenney's Input Prompts (CC0)
License
GPLv3, see LICENSE. Bundled third-party components keep their own licenses.
Scooby-Doo and all related characters and elements are trademarks of and © Hanna-Barbera / Warner Bros. Entertainment Inc. Scooby-Doo! Unmasked is © THQ / Warner Bros. Interactive. This is an unofficial fan project, not affiliated with or endorsed by them. This repository contains no game code, data or assets; the release contains the recompiled program but none of the game's data, which is read from your own copy of the game.
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