PS2
Shin Megami Tensei III: Nocturne
1 project on the board for the PS2 version: 0 recomp, 1 decomp.
- First released
- 2003
- Also released on
- Switch (per Wikidata; no project on the board works from these versions)
| Kind | Project | Claimed | Claimed through | Maintainer | Works from (serial) | Game file hash | Toolchain | Status | Runs on | Version | Last commit | Repository | Approach (owner's) | Notes (owner's) | Wants help with | Tags | Links | ID |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| decomp | smt3-decomp | claimed | its .recomp.json file | TGE | SLUS_209.11 (USA) | SHA-1 5facfbf7916836613449c922e26a4ec412207b32 | Splat | In progress | public | Matching decompilation with ee-gcc 2.96; splat splits the ELF, ninja relinks a byte-identical image | Matching build: the linked ELF is byte-identical to retail SLUS_209.11, reproduced from a clean tree. 5,363 of 9,694 functions are in C (593,740 of 1,976,292 code bytes); the rest are assembly fallbacks. Names and types come from SMT3 HD symbol recovery. Same engine as Digital Devil Saga 1 and 2, so dds-decomp's compiler findings carry over. This is analysis and documentation, not a port: it produces the original executable, not a playable build. | Decompiling INCLUDE_ASM functions Translation unit boundary recovery Type and struct recovery VU1 microcode matching | atlus, sdf-engine, mips, ee-gcc | Progress Contributing | shin-megami-tensei-iii-nocturne-megami-decomps |
Rows come from the projects' public repositories, read every day; status and notes are the owner's word once they claim the row. Game facts are from Wikidata (CC0). The whole table · Add or correct a project