
Sonic Adventure
Port nativo de Sonic Adventure para PC.
Sonic Adventure
Port nativo basado en sonicretro/sad_disasm.
README del repositorio
Sonic Adventure Japanese-source native-port research
Work in progress using the complete matching Japanese Dreamcast HDR-0001 v1.007 source as the primary development base. There is no playable native PC port yet. Overall estimate: 10% of weighted milestones, not measured code coverage.
The original Japanese matching build is verified. The isolated GCC baseline also builds: 247 code images and seven motion-data images, with all 4,160 manifest file hashes checked. GCC still targets Dreamcast SH-4. A native Windows task/heap component now links with real cleanup functions and a documented 64-bit allocator adaptation; 1,610 host API checks pass. There is no native game loop yet. English localization remains unimplemented; clip identities are candidate anchors only.
The portable matrix backend passes 2,946 checks, and adapted renderer data-access helpers pass 2,624 checks. The complete model renderer compiles with 14 native entry points. A shared Ninja/renderer matrix runtime now passes its original Japanese contracts, backend checks and real task regressions. The actual renderer link audit now resolves ten further services through an authored host-owned queue, qualified by 6,994 host checks and 11,777 Japanese contract comparisons. Native texture records and real owned payload release now pass 1,947 host checks and 15,232 Japanese lifecycle comparisons. The actual GCC texture selector runs. Native renderer state now passes 12,096 Japanese comparisons, with 142 state host checks and 1,441 model preflight checks. The complete presentation source now compiles natively. Its broader scope has 79 references: 55 are supplied, while the combined production frame/renderer link still needs 26 services. The clock passes 12,873 checks; actual timer/mark boundaries pass 4,494 isolated checks. Task/replay integration passes 7,601 checks, including a native guard against restoring into deleted/reused tasks. Native njMultiMatrix passes 2,268 original-code contract comparisons and 961 shared-state regressions, preserving the distinct FIPR/FTRV paths. Native determinant/inverse helpers pass 1,640 original-code calls and 28,009 checks, retaining the exact singular fallback and ordered scalar arithmetic. Bounded original FPSCR checks now establish explicit interrupt toward-zero/DN1 and callback mode preservation. A toward-zero determinant/inverse build passes 1,944 original calls, 34,725 checks and 961 shared-state regressions. The shared Ninja matrix family now passes 6,786 toward-zero original calls and 196 independent checks; multiplication retains 2,268 original comparisons. View initialization, scaling and complete stack clearing pass 3,072 original calls and 55,360 checks. Three view rotations pass 3,072 original calls and 57,463 checks. Camera setup/translation pass 1,920 original calls and 36,201 checks; camera math executes 3,626 full original acos dependency chains. Complete 2D polygon output passes 332,375 checks, with 592 whole original draws and 1,024 original color setter calls. Queue and camera regressions pass. The component library contains three authored production objects. The diagnostic DLL contains external SDK bodies and stays private. The complete native sprite family passes 82,489 checks across 1,536 original draws, reaching all eight triangle clipping cases. Intensity/discard contracts pass 36,879 checks. Its 146 scalar operations use integer RZ services. The authored queue DLL/import library is public; game-containing sprite diagnostic artifacts remain private. GCC-wide sprite pictures, complete replay, wide-picture numerical integration and full frames remain unfinished; BIOS handoff is unmeasured. See the FPSCR guide. Complete strip, point and clipped-polygon providers pass 371,722 checks across 4,452 original entries. All four writers, selector caches and point-output aliases are qualified. A 48-point host clipping case is checked by original-routine composition without executing the original parent's unsafe small scratch. The complete GCC model producer now routes 152 scalar operators and its vector math through the same RZ/DN1 services. Its 66 source functions remain; 200,669 checks across 3,485 original entries pass. Every near-plane corner mask, all three strip modes, models up to 2,048 points and shared-queue runs are covered. GCC odd-count, frame/skip and extended-unlit policies are checked separately. The real production model object is replaced; 26 frame services still remain. Owned packet/resource submission storage now passes 8,572 checks across 193 submissions and 128 actual parent draws. Retained textures survive release before submission, owner replacement and out-of-order frame completion. With retention enabled, all 200,669 model and 82,489 sprite checks pass. The three-object authored support library is public; diagnostic/game bodies stay private. Real render/flip and pixel consumption remain unfinished; the same 26 frame services remain. Ordinary packet decoding now passes 12,651 checks, including 32 actual owned frames from 128 complete model/sprite/strip draws. Encoded texture conversion passes 5,861 checks and 14,067,264 exact synthetic RGBA comparisons; extended bounds/palette/mutated-stream tests pass 17,033 checks. The three authored consumer objects are public; game-containing diagnostics stay private. GPU drawing, render/flip and the same 26 frame services remain unfinished. A hardware D3D11 offscreen backend now consumes these real owned frames. The GPU suites pass 612,609 checks over 100 images and 611,671 compared interior pixels, including 32 complete actual model/sprite/strip parent calls. Texture Off skips decoding/upload and its compiled shader has no texture/sampler bindings. Empty 7680x4320 target/readback works; gameplay performance is unverified. A one-object authored GPU support library is public research code. Window/flip/ vsync, actual game frames and console pixel fidelity remain unfinished. Owned frames now capture palette/fog/clip/clear metadata, and a native Win32/ DXGI window presents their bound images. New suites pass 103,742 checks, including real backbuffer comparisons and four successful visible Presents. All 8,572 ownership and 612,609 GPU checks pass on the new providers. The coherent authored nine-object support library is public. The real device-state owner resolves one production import: 56/79 presentation imports are supplied, and 25 combined services remain. Kamui scheduling/statistics and actual game frames remain open. The native direct window path now renders into DXGI backbuffers without CPU image transfer. It passes 1,878 new checks: 111 direct images / 33,932,288 pixels match the legacy renderer exactly, including an empty 8K target; eleven direct Presents succeed. Frozen GPU/state/window suites pass 716,351 checks. The new coherent authored support library replaces overlapping older graphics libraries. Three game-thread waits and real Kamui scheduling/statistics remain open. Bounded GPU jobs now retain four independent targets with actual event and timestamp queries. They pass 6,330 new checks plus 718,229 preserved checks. 115 job images / 38,138,880 pixels compare correctly, and 117 submissions yield reliable GPU timings on this device. Completed targets copy to a window on the GPU; pending output and deferred shutdown are verified. Native frame waits and Kamui scheduling/statistics are the next integration work. The complete original frame-pacing source now compiles with serialized native waits and without SH-4 SDK hardware inlines. Its frame/step/hold behavior passes 6,943 checks plus all 12,873 clock regressions, including overdue tick counts, real QPC/Win32 waits and close handling. Four original frame globals are supplied (60/79 presentation imports). Adding the frame source exposes 22 more genuine dependencies; the expanded graph has 43 missing services. No trace providers are linked into production. Real game render/flip integration remains open. Latest qualified vertex initialization: JP_NATIVE_VERTEX_LIFECYCLE_QUALIFICATION.txt. Goal active; overall about 10%. The native SDK entry now performs the actual Ninja blank wait, configures real queues and refreshes the original texture query/cache. 130 original Japanese machine entries match scalar/percentage bits. 10,468 new qualification assertions include font/failure recovery and 570 real startup GPU frames; 25 prior integration assertions remain preserved. Four separate authored support libraries are added; all 2,963 earlier payloads remain byte-identical. Generic Kamui hardware configuration, supplied console buffers, full parent startup, gameplay, English and later ports remain unfinished. No playable EXE. Original SDK/game bodies, retail assets and captures stay private. Earlier notes retain their historical scope.
Latest real native vertex-list allocation: JP_NATIVE_QUEUE_ALLOCATION.txt. Goal active; overall about 10%. Five existing renderer queues can be allocated together, preserving their previous buffers and submitted frames on failure. 17,145 fresh checks pass, including each staged allocation failure, complete frame lifetime regression, save defaults and 570 actual startup GPU frames. One authored support library is added; all 2,962 previous payloads are retained. SDK njInitVertexBuffer and kmSetSystemConfiguration integration is next. Full system startup/gameplay, English and later ports remain unfinished. No playable EXE. Original game/SDK objects, retail assets and screenshots remain private. Earlier notes retain their historical scope.
Latest retired vblank handle correction: JP_NATIVE_VBLANK_REARM.txt. Goal active; overall about 10%. A final lifecycle probe found that an unrelated callback reusing a retired Ninja slot could block a fresh blank arm request. The corrected boundary checks handler identity. 107,132 fresh assertions pass, including the seven-check regression, all original chain/timing cases and 570 actual GPU/logo/EOR frames. Original SDK, shared frame/GPU and other native presentation objects remain unchanged. All 2,961 previous archive payloads remain byte-identical plus one corrected authored library, 2,962 total. Earlier research snapshots stay in history. Full system startup/gameplay, English and later ports remain unfinished; no playable EXE. Earlier notes are historical.
Latest native logical vblank chains: JP_NATIVE_VBLANK_CHAIN.txt. Goal active; overall about 10%. Original priority-list algorithms and complete Ninja blank/EOR callbacks now use the existing native clock and one wait owner. 107,125 fresh assertions include 679 original entry calls, clock/wait checks, and 570 actual startup/logo GPU completions retiring the original blank handler. Shared frame and GPU DLLs remain byte-identical. All 2,960 prior public payloads remain plus one authored wait-boundary library, 2,961 total. Original SDK/game objects and actual screenshots stay private. The prior frames-only inventory missed the existing presentation frame-pacing export; ten parent function/data exports remain unavailable across modules. Full system startup and gameplay remain unfinished; no playable EXE. Earlier notes retain historical scope.
Latest original boot buffers: JP_NATIVE_BOOT_BUFFERS.txt. Goal active; overall about 10%. The actual main-owned texture/vertex and shape buffers now bind through complete original SDK setters and an extended single native scratch owner. 2,058,567 fresh assertions include 427 original buffer entry calls, 3,485 model entry calls, actual GPU reset-scene pixels and 570 startup/logo frames. Caller-owned memory survives shutdown; model lighting retains its separate 2,048-point safety bound while SDK boot declares 4,096. All 2,959 prior public payloads remain byte-identical plus one authored scratch library, 2,960 total. Private screenshots are available in chat. Eleven full system-boot function/data symbols remain; full startup/gameplay are unfinished. No playable executable; earlier notes retain historical scope.
Latest complete main display reset: JP_NATIVE_MAIN_DISPLAY_RESET.txt. Goal active; overall about 10%. The complete parent now uses original main-owned matrix/screen/view/texture/fog data and real existing native dependencies. 1,856,780 fresh feature/regression assertions include 1,841,440 reset-scene pixels; 570 reset-then-boot/logo GPU frames also pass independent whole-image fog/fade checks. Actual private screenshots are available in chat. One exact float literal adaptation retains original SHC bits; call order/control flow remain unchanged. All prior production objects and all 2,959 public archive payloads remain byte-identical; no new public binary this milestone. Original game/font objects and screenshots stay private. Full system_boot_init, gameplay and later work remain unfinished; no playable EXE. Earlier notes are historical.
Latest original float/variadic formatting: JP_NATIVE_PRINT_FORMATTING.txt. Goal active; overall about 10%. Genuine njPrintF/njPrint now use the original SHC formatter and 27 decimal/runtime sources through bounded native arguments and output buffers. Whole original formatting/packet and actual text pixels match, including 0.125 rounding to 0.13 for two decimals. 59,951 fresh checks include prior print/frame/save and 570 existing boot/logo frames. Existing queue/texture/frame/GPU/game objects remain unchanged. All 2,958 prior public payloads are preserved plus one authored boundary library, 2,959 total. Original formatter/font/game objects and screenshots stay private. Full system boot, display reset, gameplay and later work remain unfinished; no playable EXE. Earlier notes retain historical scope.
Latest genuine native text printing: JP_NATIVE_PRINTING.txt. Goal active; overall about 10%. Original shared print state, font initialization, character/string and decimal/binary/hex callers now produce verified native text. Exact original packets, renderer metadata and mixed ordinary SDK draws pass. 652,134 fresh feature/regression checks include 570 existing boot/logo frames. Float/variadic formatting, full system boot/display reset and gameplay remain unfinished. Two actual text screenshots stay private for sharing in chat. All 2,957 prior public binaries are preserved plus one two-object authored queue/print transport library, 2,958 total. Font assets/game DLLs stay private; there is no playable executable. Earlier notes retain historical scope.
Latest original game randomness/direct SDK surfaces: JP_NATIVE_RANDOM_DIRECT_SURFACES.txt. Goal active; overall about 10%. Genuine rand/srand/state and array_shuffle now share the actual native runtime and match whole original-code execution. A direct font-sized surface survives regular texture-table resets with shared resource IDs, budgets and frame retention. Authentic font-atlas pixels render correctly, while real print functions remain the next integration work. 1,079,599 fresh checks/comparisons pass plus separate boot captures. All 2,956 previous public binaries are preserved plus one two-object authored support library, 2,957 total. Font pixels/screenshots/game DLLs stay private. No playable EXE; complete printing/system boot/display reset/gameplay remains unverified. Earlier notes retain historical scope.
Latest native texture initialization: JP_NATIVE_TEXTURE_INITIALIZATION.txt. Goal active; overall about 10%. Genuine njInitTexture now uses the actual game-owned native record table through the single shared owner. 502 new checks execute 84 whole original calls; captured textures survive SDK reset and shutdown, and Texture Off still performs no sampling. Frozen texture/frame/ file/GPU/fog/save/boot regressions pass: 648,829 checks/comparisons. Real logo screenshots remain private and may be shared in chat. All 2,955 previous public binaries are preserved plus one authored replacement-owner library, 2,956 total. No playable EXE; full system boot/display reset/gameplay remains unverified. Earlier notes retain historical scope.
The shared native frame owner now provides the original display setters and authored tangent/perspective value ports. 138,170 checks execute 68,111 whole original calls; all 65,536 tangent angles and 12 real 3D projection images pass. Fresh fog/save/boot/logo/exit regressions also pass, 931,636 feature/regression assertions including pixel checks. Actual boot screenshots remain private and may be shared in chat. All 2,954 earlier binaries are preserved plus one authored projection support library, 2,955 total. No playable game executable; full system boot/main loop/gameplay remain unverified. Overall about 10%, goal active. Earlier notes retain historical scope.
Visible native GPU table/vertex/Mode-2 fog now uses captured frame registers and original unscaled reciprocal depth. 3,852 new checks compare 319 actual fog images; material, format, window, job and boot/logo/exit regressions pass. 730,491 fresh assertions include pixel checks; Texture Off still has zero sampled texture/sampler bindings. The shared game/frame owner is unchanged. All 2,953 previous public payloads are preserved plus one authored support library, 2,954 total. Complete game DLLs/retail assets/manual/screenshots stay private. Native float policy; exact console precision/timing and full gameplay remain unverified. Overall about 10%; goal active. Earlier scope is historical.
Seven real SDK boot-fog routines now share the native context/register owner; two diagnostic fog setters are replaced by real calls with passive events. 8,670 fresh checks pass, including 310 complete original-machine calls without hooks, save/disk regression and 570 actual GPU images/Presents through boot. Actual private backbuffer screenshots are captured. Visible GPU table-fog shading, full system boot/main loop and gameplay remain unfinished. All 2,953 earlier public artifacts are retained; no new public binary. Complete game DLLs and retail assets/screenshots stay private. Overall about 10%; goal active. Earlier notes retain historical scope.
The full unchanged Japanese save store/load/update family now uses genuine shared runtime progress, with authored Windows disk persistence. 5,840 fresh checks pass, including 101 original-machine calls without dependency hooks, fresh-process restore and 570 actual GPU images/Presents through boot/logo/exit. Read/apply separation, CRC/index validation and atomic replacement failures are verified. Game menus, full boot/main loop and gameplay remain unfinished. The 2,951 earlier binary payloads are preserved plus two authored disk support artifacts; game-containing DLLs and retail inputs/screenshots stay private. Overall about 10%; goal active. Earlier notes retain historical scope.
Development has resumed. The unchanged original boot_init and its genuine Japanese save reset/default/CRC dependencies now run in the shared native owner. 4,246 fresh checks pass, including 29 original machine-code calls without hooks, six real boot calls and 570 GPU images/Presents. Three save slots retain their exact 1,184-byte Japanese layout. Disk save/load, full system boot/main dispatch and gameplay remain unfinished. All 2,951 existing public artifacts are retained; new game-containing DLLs stay private, with no new public binary. Overall remains about 10%. Earlier paused-status notes retain their historical context.
The complete original logo loop and real native exit now have reviewed, source-bound results: 3,601 checks, three full 191-call runs, 570 actual GPU images/Presents and child-process cleanup/exit cases. The daily publisher reviewed already completed results without running new builds/tests or resuming development. Two authored exit support artifacts are added; game-containing DLLs stay private. Full boot, split-frame control and gameplay remain unfinished. Development is paused at the user's request. Earlier notes retain historical verification scope; the overall estimate remains about 10%.
The real renderer now exposes its validated native window handle, and both original frame waits poll the actual shared input provider. 9,564 fresh checks pass, including 128 stock Windows polls, 129 controlled polls, failure handling and eight real startup/task GPU images and Presents. Input traces are passive observations; audio/loader/overlay traces remain. Native exit and the full logo loop are next. Physical focused input remains unverified. Two authored window support artifacts are added; game-containing DLLs stay private. Earlier notes retain their historical verification scope.
The genuine original recorder and complete pad_scan now link with bounded native storage, actual atomic recording saves/playback and the original QUIT state effect. 168,353 fresh checks pass, including 931 original machine-code calls and 389 complete pad scans. Eight startup/task GPU images and Presents remain verified. Frame-wait input polling is still diagnostic; owned-window HWND integration, exit lifecycle and the full logo loop remain next. Two authored recording support artifacts are added; game-containing DLLs stay private. Earlier snapshot notes retain their historical verification scope.
A real Windows keyboard/XInput provider and original Japanese analog, button repeat and quit helpers now pass 163,594 checks, including 1,104 complete original helper calls and preserved startup/task rendering. The full pad source compiles but still needs genuine recording_update to link pad_scan. Physical input events and the full logo loop remain unverified; the frame-wait input trace is still present. Two authored input research artifacts are added; original game DLLs remain private. Earlier snapshot notes retain their historical scope.
Complete original task stepping/drawing/destruction and genuine presentation recording now use the shared native owners. 24,695 checks pass, including real task GPU images and texture release before submission. The clock exports forward to one implementation. An authored one-member passive-observer library is added; game-containing DLLs stay private. Presentation phases remain test-controlled; the full split-frame controller, logo_step and gameplay remain unfinished. Earlier snapshot notes below retain their historical verification scope.
Original frame pacing and rendering now share one storage owner for the four original frame counters. 17,069 checks pass, including cross-DLL identity, actual vsync callbacks, complete original model draw/skip behavior, logo startup, owned frames and real Presents. Task execution and genuine presentation replay remain unintegrated. No new game-containing binary is published. Earlier snapshot notes below retain their historical verification scope.
The unchanged original logo_start now executes with real task/heap startup, cover state, file/PRS/PVM texture loading and shared native pacing/rendering. 8,266 startup checks pass, including 4,096 task slots, eight task levels and three rendered logo/fade images / 921,600 pixels with real Presents. Original logo_step, task stepping/destruction and full boot remain unfinished. Missing asset errors must be checked by the host. No new game-containing binary is published. Earlier snapshot notes below retain their historical scope.
Original black/white title fades now use actual Ninja context defaults, blend header generation and native queue transport. The supplied logo composes with its real background: 28 fade images / 8,601,600 pixels; 117,322 combined checks. A fourteen-member authored support library is available. Expanded boot still lacks 43 services; real task/heap and input/exit/save integration remain open. Original logo startup and full gameplay have not been executed. Earlier snapshot notes below retain their historical verification scope.
Original back-color packets now render through actual SDK/frame/GPU owners, including full gradients, UV16, offset colors and retained background textures. The original logo/frame-wait/Present path still matches: 17 background/logo images / 978,944 pixels; 116,997 combined checks. Generated native SDK copies repair documented packet defects. A 13-member authored support library is available. Expanded boot has 43 missing services; full gameplay is unfinished. Earlier snapshot notes below retain their historical verification scope.
The unchanged original six-piece Sega-logo draw now matches an independent 640x480 oracle through native file/PRS/PVM loading, GPU rendering and the original frame-wait path with real Present. Three logo images / 921,600 pixels and 116,772 combined checks pass. An authored four-member asset library is available; codec/game/SDK implementations remain separate. The production graph still lacks 36 services. Logo startup/fading and full gameplay remain unverified. Earlier snapshot notes below retain their historical scope.
Native file/PRS loading now drives the adapted original 512-entry texture wrapper with checked field ownership transfers. A clean build passes 223 asset checks and 10,519 texture/frame regressions, including 27 GPU texture probes (110,592 pixels). Full original logo display and production boot are still unverified. The asset-runtime/game-containing DLLs and retail inputs stay private.
Bounded PVM archive loading now retains six original SDK metadata helpers and loads all 27 textures from supplied-disc logo/title archives into real native owners. 31 GPU images / 126,976 pixels and 116,518 combined checks pass. The production graph gains real PVM services without new unresolved imports; 36 existing game services and real file/PRS/boot integration remain open. Retail assets and their probe images stay private.
The original repaired bitmap queue now uploads bounded memory textures into real shared native records. Two original frame-wait images verify old/new bitmap pixels across refresh; 115,068 integration/regression checks pass. Production supplies 65/79 presentation imports with 36 services remaining. File/cache formats, assets and full gameplay remain unfinished.
Native kmRender/flip/reset and typed measured statistics now drive actual GPU jobs and real window Presents. EOR callbacks are delivered once on the game thread. The original frame_wait executes this backend; eight Presents and four image comparisons pass, with 132,218 checks including preserved regressions. The actual typed SDK device owner is shared. Production supplies 63/79 original presentation imports with 39 services left; audio/bitmap/loader traces remain diagnostic-only. Full game execution and hardware slot latency remain open. Full-frame execution and gameplay are unfinished. English integration begins as the needed asset/text/audio systems become usable. Game-containing runtime artifacts remain private.
The goal is complete native PC gameplay with English localization, 60/120/240 FPS, up to 8K, display/texture settings and optional SUPIR enhancements, followed by Android and stereoscopic 3DS ports and eventual N64/PlayStation demakes. Texture Off must disable sampling and use vertex/material colours.
Current code and evidence
- Current goal
- Integration order and limits
- Verified GCC baseline and native/localization evidence
- Qualified native vertex initialization
- Real native vertex-list allocation
- Retired vblank handle reuse
- Native logical vblank chains
- Original native boot buffers
- Complete native main display reset
- Original float and variadic formatting
- Genuine native text printing
- Original game randomness and direct SDK surfaces
- Genuine native texture initialization
- Native perspective and display setup
- Visible native GPU fog
- Original boot fog state and main-loop frontier
- Full original save state and native disk persistence
- Original boot initialization, save defaults and CRC
- Complete original logo loop and native system exit
- Renderer-owned HWND and real frame-wait input polling
- Genuine recorder, native storage and complete pad scan
- Windows input, original pad helpers and remaining recorder dependency
- Genuine native task execution, recording and shared clock
- Shared native frame counters and original rendering/pacing behavior
- Original logo startup, real tasks/heap and cover state
- Original title fades, Ninja context headers and native composition
- Native background planes, lifetime checks and original logo integration
- Original logo composition, asset loading and verified scope
- Native file/PRS asset loading and verified scope
- Bounded PVM archives and supplied-disc native texture probes
- Real bitmap queue and bounded texture uploads
- Real native render/flip and measured statistics
- Native frame waits and original callback contracts
- GPU completion jobs and timing limits
- Direct native window rendering and limits
- Captured rendering state and native window
- Native offscreen GPU consumption and Texture Off
- Native packet and encoded-texture consumers
- Owned frame commands and texture lifetimes
- Complete model producer numerical integration
- Native strip/texture and clipped polygon providers
- Native sprites, intensity headers and discarded batches
- Native 2D polygons, bounded queue and picture aspect
- Native camera setup, translation and SDK math
- Native view direction/roll helpers
- Native toward-zero matrix family
- View initialization, scaling and matrix-stack clearing
- Native determinant/inverse and scalar qualification
- Native matrix multiplication and original-code comparisons
- Task deletion, retained ownership and replay qualification
- Native presentation, independent clocks and remaining dependencies
- Renderer state, model bounds and remaining frame services
- Native texture ownership, verified scope and remaining integration
- Native graphics queue, verified scope and integration requirements
- Shared matrix runtime, verified scopes and remaining work
- Renderer boundary, verified scopes and remaining work
- Verified native task runtime and limits
- Integration workflows
- Authored native adapters
- Verification reports
- Preserved USA research and source handoff
The pinned upstream dependency is reshaped/sonic-adventure at 25a3d315. Its game C remains external while redistribution permission is unresolved. This repository publishes our authored integration code, metadata and tools; it does not vendor those game-source bodies or assign them a license.
Builds and reproduction
Prerelease DLLs/import libraries are preserved historical Windows USA research artifacts, not the Japanese GCC game build or a playable PC port. Their original reports define their qualification. No disc images, retail models/textures/audio, complete game images, toolchain bundles or credentials are published.
Keep the outputs/sonic-adventure layout and provide matching local inputs and the pinned upstream checkout separately. The current GCC workflow uses an isolated WSL worktree. Read the baseline guide for required commands, external toolchains, private paths and fresh-output requirements. Portable installation is unfinished.
PUBLICATION_MANIFEST.json records selected source/document hashes. Each research archive contains BUILD_MANIFEST.json and has a SHA256SUMS companion. Historical source/proofs and all previous research builds remain preserved. No project-wide license is assigned; existing third-party notices remain with their components.
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