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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -7,8 +7,8 @@

[<img src="https://decomp.dev/TheMoonPeople/ChronicleTwo/pal.svg?w=512&h=256" width="512" height="256" alt="PAL decompilation progress">][progress_link]

Chronicle Two is a decompilation project (and eventual port) of Dark
Chronicle/Dark Cloud 2 for the PlayStation 2.
Chronicle Two is a decompilation of Dark Chronicle/Dark Cloud 2 for the
PlayStation 2, and a native port built from it.

## Building and running

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2 changes: 1 addition & 1 deletion docs/PC.md
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Expand Up @@ -1645,7 +1645,7 @@ The root `CMakeLists.txt` selects the platform: `PS2` builds `ps2/`, and `PC` en
- `port/src` holds code only the port compiles. `main.cpp` starts the game. `identity.cpp` sets the game's name and directories. `<unit>.cpp` replaces functions of `ps2/src/<unit>.cpp`. `*_asm.cpp` defines the functions `ps2/src` writes in MWCC assembly. `linknames.cpp` supplies link-time names (below). `tests/` holds the GoogleTest cases, one process per case.
- `port/include` holds `port.h`, included ahead of every unit the port compiles, and `stubs/`, the per-unit headers (below).
- `port/assets` holds the data the port ships beside the game's: `glyphs/`, the button symbols the build copies to `glyphs/` beside the executable (see [GLYPHS.md](GLYPHS.md)), and `icon/`, the window and package icons.
- `tools/kazarov` is the shared-code submodule. `tools/kazarov/port` holds the code both games share: `gfx`, `audio`, `platform`, `sce` (the SDK replacements) and `tests`. `cmake/KazarovPort.cmake` gives the port its targets:
- `tools/kazarov` is the shared-code submodule. `tools/kazarov/src/cpp` holds the code both games share: `gfx`, `audio`, `platform`, `sce` (the SDK replacements) and `tests`. `cmake/KazarovPort.cmake` gives the port its targets:
- `kz_port_host_library(ct_host)` builds `gfx`, `audio` and `platform`.
- `kz_port_sce_sources(... LIBS libvu0 libpad libmc sifdev sifrpc eekernel libcdvd libgraph libdma libpkt eekernel_threads libdev libmpeg libsdr modmsin sifdma)` selects the SDK families.
- `kz_port_tests(darkchronicle_tests)` adds the shared test cases.
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4 changes: 2 additions & 2 deletions docs/PC_PORT_PLAN.md
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Expand Up @@ -818,7 +818,7 @@ behaviour is implemented; nothing from Chronicle is copied.
`.\build.bat windows-x64` links; `./build.sh ps2-pal` byte-identical;
Chronicle green on any Kazarov commit this WP produced; `git diff --stat
ps2/` listed with justifications in the report.
- Depends: 1.1-1.9. Not parallel. Size: ≤ 1,000, mostly one-liners.
- Depends: 1.1-1.9. Not parallel. Size: ≤ 1,000, mostly one-liners.

**WP1.11 Phase gate and docs [mechanical]**
- Create `docs/PC.md` (build instructions for three OSes, the override
Expand Down Expand Up @@ -1420,7 +1420,7 @@ Depends: 2.5. Size: ~600.
shop, invention, photo), DUNGEON (floors, spheda, ridepod), fishing,
Gyorace, buggy, menus, saves with scripted input; replace each
`Ps2Unimplemented` hit from its unit with the pattern of its phase. Each
round ≤ 1,000 lines, named by the units it covers. Depends: 4.11, 5.4, 6.4.
round ≤ 1,000 lines, named by the units it covers. Depends: 4.11, 5.4, 6.4.

**WP7.5 64-bit audit and crutches [mechanical]** `truncations.md` has no
unresolved round trip in linked code; PIE; arenas above 4 GiB in tests.
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1 change: 1 addition & 0 deletions docs/port/HANDOFF.md
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Read [PC.md](../PC.md) for delivered behavior, build/run instructions and source exceptions. The native port and PS2 build live together; native replacements compile through `PORT_OVERRIDE` and build copies.

- The port's hard rules are in [PC_PORT_PLAN.md §1](../PC_PORT_PLAN.md#1-goals-and-hard-rules) and still apply. Where a rule names specifics that have since changed, such as the data layout, converted assets or NTSC timing at 60 Hz, PC.md describes the port as built.
- Shared dependency: the renderer, platform, input and mixer in `tools/kazarov`. The repository gitlink is authoritative; `git ls-tree HEAD tools/kazarov` prints its revision.
- Supported bounded checkpoints: boot/title, costume selection, opening, Palm Brinks and the first Underground Channel floor. Campaign completion and all sub-games are not established.
- Debug defaults off. Config or scene-jump opt-in and controls are described in [DEBUG.md](../DEBUG.md).
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