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segarally95 recomp

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segarally95 recomp

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README del repositorio

Sega Rally Championship (1995) — recomp

Host-compiled uplift of Sega Rally Championship (Model 2A / i960). This repo is the game tree: lifted C under src/, portable Model 2 runtime under lib/model2/.

Build

Prerequisites: CMake 3.16+ and a C compiler. Viewer extras: SDL2, libpng, and OpenGL. Without SDL2/libpng the tree still links; viewer / PNG / GL features are compiled out.

cmake -B build
cmake --build build

That produces build/segamod2 (build/segamod2.exe on Windows). On macOS/Linux, make lift still works: it configures CMake if needed, then builds the lift target.

cmake --build build --target lift          # compile + link
cmake --build build --target lift-check    # same (compile only)
cmake --build build --target lift-boot-viewer     # cold boot + SDL
cmake --build build --target lift-boot-practice   # skip to desert practice START

Running the binary with no arguments starts the SDL cold-boot viewer. Pass --harness for the short dispatch trace.

On first run (or if out/i960/*.bin are missing / wrong size), the host auto-extracts maincpu_deinterleaved.bin and main_data_deinterleaved.bin from board dumps under ROMS/srallyc-b/ (or SEGAMOD2_ROM_DIR). No separate extract step is required. scripts/extract_rom_blocks.py / cmake --build build --target rom-blocks remain available if you want the bins without launching the game.

macOS

brew install cmake libpng sdl2
cmake -B build && cmake --build build

Windows

Use Visual Studio 2022 (MSVC) with CMake. For the live viewer, install SDL2 and libpng via vcpkg (recommended):

git clone https://github.com/microsoft/vcpkg.git C:\vcpkg
C:\vcpkg\bootstrap-vcpkg.bat
C:\vcpkg\vcpkg install sdl2:x64-windows libpng:x64-windows

Configure and build with the vcpkg toolchain:

cd path\to\segarally95-recomp
cmake -B build -G "Visual Studio 17 2022" -A x64 `
  -DCMAKE_TOOLCHAIN_FILE=C:\vcpkg\scripts\buildsystems\vcpkg.cmake
cmake --build build --config RelWithDebInfo --target lift-check

Configure should report SDL2=ON PNG=TRUE GL=ON. Re-run cmake -B build … after installing packages if an earlier configure already ran without them.

MSYS2 MinGW (alternative toolchain — use a MinGW64 shell, not MSVC):

pacman -S mingw-w64-x86_64-cmake mingw-w64-x86_64-gcc \
  mingw-w64-x86_64-SDL2 mingw-w64-x86_64-libpng
cmake -B build && cmake --build build

Manual SDL2 SDK: download the Visual C++ development libraries from libsdl.org, then pass -DSDL2_DIR=C:\path\to\SDL2\cmake. You still need libpng separately for PNG dumps; OpenGL comes from Windows (opengl32).

Optional tools

Coverage, gen_lift_main, stitch, and other RE helpers live in a separate tools repo. Clone into ./tools only when you need those:

git clone git@github.com-xandoxan65:xandoxan65/segamodel2-tools.git tools

Then:

  • make lift-main — regenerate lift_main / host invoke glue
  • make compare / make coverage — ROM pipeline beyond extract
  • make sync-runtime — pull canonical tools/runtime into lib/model2

ROMs

Place board dumps under ROMS/srallyc-b/ (see ROMS/README.md and ROMS/manifest.yaml). ROM binaries are not committed.

Layout

PathRole
src/game, src/boot, src/libc, src/irqUplifted game / libc
src/hostGame-side host bridges (viewer, CGM, NVRAM, …)
src/lift_main.c, i960_host_*.cCommitted entry + generated glue
lib/model2/{geo,hw,tgp,snd,host}Portable Model 2 runtime
lib/model2/includeShared host headers
disasm/, symbols/, asm/Static RE artifacts
scripts/extract_rom_blocks.pyMinimal host ROM extract (no tools/)
lib/host_compat/Windows pthread/time/GL loader (no-op on POSIX)
tools/Optional clone of segamodel2-tools (gitignored)

License / ROMs

You must supply your own legally obtained ROM set. This repository does not distribute game binaries.

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