
Started decomp of original Sega Rally 95 Arcade
I've been working on a decomp of the original Sega Rally 95 arcade game because it was one of my favorite games back in the day, and because I wanted a decomp project to play with.
I know there is a MAME emulation (srallycb) but that doesn't have full sound or force feedback.
I also know there have been several versions released for PC, XBox, etc but that's not what this is about :)
I started going down the full decomp route with gcc 2.95.3 knowing that probably wouldn't work as it fairly well know that Sega used the Intel toochain (which is no longer avaialble). The output kinda-sorta matched, but even with peep-hole modifiction scripts to patch the object code back, it was too hard.
Ghidra doesn't understand i960 mnemomics, nor do the other tools like HexRays.
So, I created an uplift framework using Cursor that allow me to create sematic "C" code from the dissassembler to see how far I could get.
So far, I have "C" code that uses the native ROM assets to render most of the attract sequence rendering polygons direct to OpenGL. That's a big change from MAME that uses a custom renderer, and should give better and faster results.
Note this is not am emulator - this is all native C code using SDL and OpenGL.
I've include a framehot of my decomp program work-in-progress and the (roughly) same frame from MAME.
If this is of interest to anyone, I can think about cleaning up the repo and making is public.
If not, then ... as you were :)