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A disassembly of the game "Shining Force II" for documentation and fan-project purposes.
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build Music is now ASM-split and re-built for future edits. Jul 11, 2018
split Implemented functions to facilitate force members expansion. Jun 5, 2019
.gitattributes Repo initalization May 1, 2014
.gitignore Updated SF2PaletteManager with better RGB color-mapping. Jun 18, 2019 Added naming convention and dir layout policies. Aug 6, 2016


A disassembly of the game "Shining Force II" for documentation and fan-project purposes, which can be assembled back into a bit-perfect replica of the original rom file.

The purpose of this project will be to provide a disassembly of Shining Force II with the following goals in mind :

  • Documenting as much content of the game as possible, to get a perfect understanding of how it works.
  • Being able to re-assemble the game and obtain the same rom file as the original game.
  • Giving fan-projects the ability to start from this disassembly by editing the game's code and assets.

Documentation : Providing documentation of the game will be done mainly in two ways :

  • Commenting the disassembly's ASM code, proper formatting and splitting of binary data.
  • A wiki is attached to the project for everything else : rom map, ram map, data indexes, data formats, algorithms ...

Re-assembly : By providing the original US rom file of the game, one will be able to use the provided tools in order to :

  • with split/split.bat, split the original rom file into a lot of small binary data files, to extract data chunks which are not included in the disassembly
  • with build/build.bat, assemble the game from its disassembly and the extracted data chunks The assembled game will be perfectly identical to the original one.

Starting point for fan projects : It should be possible to start from this disassembly to modify the game's data and mechanics.

  • The game data obtained with split.bat can be edited individually before being included in the game with build.bat.
  • The game's code can be edited in the disassembly. Beware : ASM 68k writing skills required !

Naming conventions :

  • Functions : DoSomethingLikeThis
  • Rom Data Locations : DataChunkLikeThat Disambiguation is made by the way they are accessed : functions are branched or jumped into while data is pointed to, moved, etc.
  • RAM locations : RAM_LOCATION_LIKE_THAT Once again, disambiguation is obvious since enums are used as immediate values while RAM locations are pointed to, moved, etc.

Disasm folder organization : The main goal is to clarify the game's data organization and creation process by reflecting them in the folder structure.

  • Most data is considered as assets and are gathered by type for a bottom-up approach : graphics, sound, scripting, etc., need to be created first in order to use them in maps, battles, cutscenes.
  • In an opposite top-down approach, battles and maps are organized in an "entry-oriented" way, to make each entry contain all that is specific to the entry. Editors can then edit assets individually, and point to them while editing battle or map entries.
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