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unexpected eof while reading","robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":false,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["decompilation","playstation","ps1","psx","vib-ribbon","vibribbon"],"created_at":"2026-01-28T20:00:26.606Z","updated_at":"2026-02-26T01:01:16.223Z","avatar_url":"https://github.com/open-ribbon.png","language":"C","funding_links":[],"categories":["Nintendo Wii","Game \u0026 Studio Tools"],"sub_categories":["NanaOn-Sha"],"readme":"[![image](https://github.com/open-ribbon/open-ribbon/assets/52961795/e189d94c-9d19-4ace-ae25-9f2c17e5b30b)](https://github.com/open-ribbon)\n\n\nA WIP decompilation of **PAL** build of the PS1 game Vib-Ribbon (ビブリボン). \u003cbr\u003e\nThe objective is to produce a free and open-source reverse-engineered version of the game. \u003cbr\u003e\n\n**Documentation** about this game and project can be **[found here.](https://github.com/open-ribbon/documentation)** \u003cbr\u003e\nJoin our **[Discord](https://discord.gg/n5TPTBvGjE)** server to discuss the project.\n\n\n## Decompilation Progress\n\n| File name  | Progress | Description\n|------------|----------|------------\n| `MAIN_T.EXE` | ![progress](https://img.shields.io/endpoint?url=https://raw.githubusercontent.com/polybiusproxy/open-ribbon/gh-report/assets/progress-sces028.json) | Title screen\n| `MAIN_K.EXE` | N/A | Kiosk—Tutorial level\n| `MAIN_G.EXE` | N/A | Main menu and gameplay\n| `SCES_028.73` | N/A | Module (.EXE) loader\n\n## General info\n\nVib-Ribbon was written in C++, which was uncommon for games in the 90s, especially on the PSX.\u003cbr\u003e\nHowever, due to current limitations, this decompilation is written in C.\n\n## How to build\n\nPlace all the necessary PSX executable files in the `iso` directory (e.g. `MAIN_G.EXE`) first.\nIf you don't currently have the executables needed to decompile the game, please follow [this guide](https://open-ribbon.github.io/documentation/#decompilation/file-ext/#extracting-from-biniso-file) on how to extract the files from your copy of Vib-Ribbon.\n\n 1. Run `make extract` to generate the assembly files in the `asm/` directory\n 1. Run `make` to compile the binaries in the `build/` directory\n\nIn case there are any changes in the `config/` folder, you might need to run `make clean` to reset the extraction.\n\nSome non-matching functions are present in the source preprocessed by the macro `NON_MATCHING`. You can still compile the game binaries by running `CPP_FLAGS=-DNON_MATCHING make`. In theory, they might be logically equivalent in-game, but I cannot promise that. Few of them could match by tuning or changing the compiler.\n\n#\n## How to decompile\n\n1. Run `make clean extract all expected` at least once\n1. Look for a function which hasn't been successfully decompiled yet (eg. `INCLUDE_ASM(\"asm/game/nonmatchings/4D58\", VideoSys__FlipBuffer);`)\n1. Run `FUNC=VideoSys__FlipBuffer FILE=VideoSys make decompile` to dump the decompiled code on the console\n1. Replace the `INCLUDE_ASM(...);` you targeted with the console output content\n1. and invoke `python3 ./tools/asm-differ/diff.py -mwo VideoSys__FlipBuffer`\n\nYou will probably have some differences from your compiled code to the original; keep refactoring the code and move variables around until you have a 100% match.\n\nThere are a few tricks to make the process more streamlined:\n\n1. Use [decomp.me](https://decomp.me/) with the vib-ribbon preset.\n1. The “context” section of decomp.me, is provided by the previous command `make decompile` as mentioned in the how to decompile.\n1. Use [decomp-permuter](https://github.com/simonlindholm/decomp-permuter) to solve some mismatches.\n1. Use [this](https://github.com/mkst/sssv/wiki/Jump-Tables) and [this](https://github.com/pmret/papermario/wiki/GCC-2.8.1-Tips-and-Tricks) guide to understand how some compiler patterns work.\n1. Use the `#ifndef NON_MATCHING` if your code is logically equivalent but you cannot yet fully match it.\n\n#\n## Troubleshooting\n\n### Not getting an \"OK\" on Ubuntu 22.04\n\nDebian\u003e=12 and Ubuntu\u003e=22.04 uses `binutils-mipsel-linux-gnu`\u003e=2.38 which, for some unknown reasons, it generates broken binaries. You need to downgrade to 2.34 or 2.35 with the following:\n\n```shell\ncurl -L -o binutils-mipsel-linux-gnu_2.35.2-2cross2_amd64.deb http://ftp.de.debian.org/debian/pool/main/b/binutils-mipsen/binutils-mipsel-linux-gnu_2.35.2-2cross2_amd64.deb\ndpkg -i binutils-mipsel-linux-gnu_2.35.2-2cross2_amd64.deb\nrm binutils-mipsel-linux-gnu_2.35.2-2cross2_amd64.deb\n```\n\n#\n## Contributors\n\n| Avatar | Username |\n| ------ | -------- | \n| ![](https://avatars.githubusercontent.com/u/47796739?s=64) | [polybiusproxy](https://github.com/polybiusproxy)\n| ![](https://avatars.githubusercontent.com/u/22226349?s=64) | [mkst](https://github.com/mkst)\n| ![](https://i.imgur.com/vtsmp8m.png) \t\t\t\t\t\t | [unclamped](https://github.com/unclamped) \n| ![](https://avatars.githubusercontent.com/u/70072571?s=64) | [sys128](https://github.com/sys128)\n| ![](https://avatars.githubusercontent.com/u/119765865?s=64) | [AnOpenSauceDev](https://github.com/AnOpenSauceDev)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fopen-ribbon%2Fopen-ribbon","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fopen-ribbon%2Fopen-ribbon","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fopen-ribbon%2Fopen-ribbon/lists"}