Vib-Ribbon Decompilation
Source code reconstructed from the original game's compiled binary, so the game can be understood, rebuilt and ported.
Based on Vib-Ribbon
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Links, repository & detailsAbout
A work-in-progress decompilation of the PAL build of the PS1 game Vib-Ribbon, aiming for a free and open-source reverse-engineered version. The README tracks progress per executable (title screen, kiosk tutorial level, main menu and gameplay, and the module loader), and notes the game was written in C++ but the decompilation is in C due to current limitations.
How it differs from the original
The README says some functions are non-matching and are wrapped in a NON_MATCHING macro; they might be logically equivalent in-game, but the author does not promise it.
Getting started
Put the necessary PSX executable files in the iso directory, extracted from your own copy of the game following the project's guide, then run make extract and make. Non-matching functions can be compiled in with a CPP_FLAGS define. On Ubuntu 22.04 or newer the README says binutils must be downgraded to version 2.34 or 2.35.
What you need to run it
Additional notes
- Decompile workflow
- The README describes decompiling functions with the make decompile command, comparing with asm-differ, and using decomp.me with a vib-ribbon preset.
FAQ
- What is Vib-Ribbon Decompilation?
- Vib-Ribbon Decompilation is an open-source decompilation of Vib-Ribbon. 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 Vib-Ribbon Decompilation?
- Yes. The project does not include the original game's assets, so you need your own copy.


