Evidence at a glance
Loading source evidence…
What was done
This project reconstructs the original Japanese TH11 (Subterranean Animism) v1.00a executable using a byte-exact historical code generation workflow. It utilizes Ghidra for analysis and a locked VC9 toolchain to achieve bit-for-bit parity with the target binary.
The N0zoM1z0/th11 project aims to reconstruct the original Japanese TH11 version 1.00a executable. The workflow emphasizes byte-exact historical code generation, requiring users to provide their own target binary (SHA-256: 2978b17f6184d100d249d4311348dd30c5c32ec75c014b667a525b797d3d8813). The project tracks progress through reviewed boundaries, source mappings, and exact-byte counts. Recent efforts, documented in commit logs, include the recovery of actor lifetimes, renderer lifecycles, VM reclamation, and secondary program loaders. The author utilizes a locked VC9 (Visual C++ 2008 RTM) compiler to match the original PE linker version 9.0 and Rich compiler build 21022. Analysis is performed using Ghidra with specific resource constraints, including a 768 MiB Java heap limit. While the project has successfully recovered significant portions of the game's subsystems—such as animation tweens, audio streaming, and stage interpreters—the complete Windows i386 production build, full runtime, and portability remain open. The project maintains a strict policy where original executables, game data, and Ghidra databases are never committed to the repository.
Reproduce it
Supply a copy of the original Japanese 1.00a executable at resources/th11.exe. Use the provided scripts to verify the target: scripts/repo-python scripts/verify-target.py. Toolchain verification is performed via scripts/repo-python scripts/verify-toolchain.py --check.
Community
Ask a question, share what worked, or follow the next milestone.