Releases: eugene373/COD-BOZ-Partially-Decompiled
Release list
S3E Container Tools + ARM64 Signature Patch
Release notes:
Scope: game_config.icf repacked.
What changed:
- Texture caps raised 4×. TextureMaxSize and CacheTextureMaxSize 1024 → 2048 (sharper in-game textures on devices that can supply them).
- Render caches enlarged. DataCacheSizeHW 1M → 8M, VertCacheSizeHW 120K → 480K (more vertex/geometry cache headroom — fewer stalls, higher-density scenes).
- Heap budgets raised. GuiBucketSize 2.5M → 8M (IwUI), DebugBucketSize 50K → 200K, ExtraMemorySize 0 → 16M (with MemSize = ExtraMemorySize + 46000000 auto-absorbing the bump).
Build integrity:
- Repack uses the stock-anchored edit policy: each edited icf stripped of comments/whitespace and padded back to its original byte span with # lines, so no header offset field shifts and the RSA sig block stays anchored at 0x456df3. This is the only repack pattern verified to load on-device.
- Decompressed content = stock 4,550,131 bytes (loader-size-validated).
Notes / caveats:
- Targeted at modern 4 GB+ devices — the +16 MB ExtraMemorySize assumes real RAM headroom.
- The boosted DebugBucketSize slightly increases debug-render overhead; harmless on release but not strictly a perf win.
- Net effect on visual quality is modest: texture-resolution is bound by what the source assets were authored at (Activision shipped ≤1024), so the 2048 cap mainly helps if/when higher-res assets are added — it
does not magically up-res existing textures.
COD Zombies For current Device's
This release marks a major milestone in the reconstruction of the Call of Duty: Black Ops Zombies Android project.
The project has been migrated from the original Java/Marmalade-era structure into a modern Kotlin-based Android project, with the goal of making the source tree editable and buildable in modern Android Studio.
Highlights
Converted the project source tree to Kotlin.
Reconstructed the required Java/Marmalade Android-side classes from the available decompiled material.
Generated Kotlin source from the recovered smali bytecode.
Preserved JVM method signatures and ABI compatibility required by the existing native libraries.
Rebuilt the project from 283 Kotlin compilation errors down to 0.
compileDebugKotlin completes successfully.
assembleDebug completes successfully.
Modernized the Gradle/Kotlin build configuration.
Added tooling for repeatable decompilation and Kotlin source generation.
Added verification scripts for comparing the reconstructed Kotlin source against the recovered bytecode.
Retained the original native libraries required by the project.
Current Status
This is an early development milestone, not a finished source-level recreation of the entire game.
The Kotlin source tree is now in a state where the project can be compiled and developed in modern Android Studio without depending on the original binary Java JARs for the reconstructed classes.
Many reconstructed methods still require further implementation, verification, and testing against the original application's behavior.
Build Status
compileDebugKotlin → BUILD SUCCESSFUL
assembleDebug → BUILD SUCCESSFUL
Kotlin errors → 0
Goal
The long-term goal is to reconstruct the Android-side codebase into a maintainable Kotlin project while preserving the behavior and interfaces required by the original game and its native components.
This repository is a work in progress. Expect incomplete implementations, reconstructed code, and areas requiring further reverse engineering and testing.
Credits
Original game and technology:
Call of Duty: Black Ops Zombies
Developed by Treyarch / Activision
Original mobile release used the Marmalade game engine.
12brendon34 for working on the java decompile.
This repository is an independent reverse-engineering/reconstruction project and is not affiliated with or endorsed by Activision or Treyarch.