KKND: Krush Kill 'n Destroy Decompilation
Source code reconstructed from the original game's compiled binary, so the game can be understood, rebuilt and ported.
About
A work-in-progress matching decompilation of KKND: Krush Kill 'n Destroy (Beam Software / Melbourne House, 1997) for MS-DOS. The goal is to recover readable C that, built with a period-correct Watcom toolchain, produces a binary byte-identical to the original KKND.EXE, and later a moddable full-source tree. The README reports 492 of 3713 functions in the main executable matched.
Getting started
You must own the game: the repository contains no executables, levels, sprites, sounds or other copyrighted assets. Copy your KKND CD into the dumps folder, install Open Watcom 1.9 or 2.0, then run the included Python tools to find and split functions and build. A successful build ends with a match against the retail executable.
What you need to run it
Licensing & legal
- The project code is licensed CC0 1.0.
- The README calls it an unofficial fan effort, not affiliated with or endorsed by the rights holders.
Credits & contributing
- Workflow and structure follow the Digimon World 2 decomp, and the data-format notes build on OpenKrush by IceReaper.
FAQ
- What is KKND: Krush Kill 'n Destroy Decompilation?
- KKND: Krush Kill 'n Destroy Decompilation is an open-source decompilation. Source code reconstructed from the original game's compiled binary, so the game can be understood, rebuilt and ported.
- Do I need the original game files to run KKND: Krush Kill 'n Destroy Decompilation?
- Yes. The project does not include the original game's assets, so you need your own copy.
- How is KKND: Krush Kill 'n Destroy Decompilation licensed?
- project: CC0 1.0 (project code). The repository itself is the authoritative source.
- Does the repository include the game or its assets?
- No. It contains no executables or copyrighted game assets.