A decompilation of Digimon World 2003 (PlayStation, Europe, SLES-03936), the PAL release of Digimon World 3, and a native PC port built from it.
The decompiled C rebuilds a byte-identical copy of the game's executable and overlays, and the same C, compiled for your PC, runs the game natively, with a launcher and a few optional mods.
Important
This repository contains no game data. You need your own copy of the game: the port reads everything from your disc image. This project is not affiliated with or endorsed by Bandai, Bandai Namco or Sony.
| Platform | State |
|---|---|
| Linux x86_64 (glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, or later) | Supported |
| Windows | On the way |
| macOS | Not planned yet |
- Open the Releases page and download the latest
dw2003-<version>-x86_64.AppImage(andSHA256SUMS, to check it withsha256sum -c SHA256SUMS). - Make it executable and run it:
The AppImage opens the launcher, which holds the game and its mods. Nothing needs installing or compiling. If your system has no FUSE, run it with
chmod +x dw2003-*-x86_64.AppImage ./dw2003-*-x86_64.AppImage
--appimage-extract-and-run.
The game is read from your own disc image of Digimon World 2003 (Europe) (En,Fr,De,Es,It):
- It must be the raw
.bin+.cuedump (MODE2/2352, one track, 692,146,560 bytes), SHA-1457cb233349ba841e03b33d8060f8fbcadd45cb3. Dumping tools such as Redump-style rippers produce this format. - A 2048-byte
.isoconversion will not work: it loses the movies' audio sectors. - Other releases (the US Digimon World 3, the Japanese release) are not supported.
In the launcher's Disc screen choose the .cue (or .bin), drag it onto the window, or type its path. The
launcher checks the SHA-1 once and remembers the disc; then press Play.
- Settings (window scale, fullscreen, 50 or 60 Hz, mute, memory cards), controls (keyboard and gamepad rebinding, hotkeys) and mods (fast-forward, faster loading, skip dialogues, disable battle animations) are all in the launcher.
- The in-game menu: Escape, or Back (Select) held with Start on a gamepad, pauses the game and opens the same Settings, Controls and Mods inside its window (the Steam Deck's way: no switching windows). Changes apply at once, except the few marked (restart); Resume or the key again goes on, Quit returns to the launcher.
- Quick save and load: F5 saves the whole game to a quick slot, F9 goes on from it (one slot,
quick.statebeside the settings; a slot is valid for the build that wrote it). Both keys are rebindable in the launcher's hotkeys. - Settings and memory cards (
card1.mcd,card2.mcd, the same format as PCSX-Redux's) are kept in~/.local/share/dw2003/. Aportable.txtfile beside the launcher keeps them beside it instead.
Details: docs/LAUNCHER.md and psxstack's launcher/README.md.
Found a bug, a crash, or something that plays differently from the original? Please
open an issue and pick the matching template; what a
useful report has is in docs/REPORTING.md. Never attach the game's files or a disc image.
| Document | Contents |
|---|---|
docs/REPORTING.md |
Reporting a bug or a crash: what a useful report has |
docs/BUILDING.md |
Building and testing: requirements, setup, the byte-identical build, the tests, the port and the launcher |
docs/PROGRESS.md |
How much of the game's code is matched, per part and per overlay |
docs/CONTRIBUTING.md |
How to contribute |
docs/DEVELOPMENT.md |
The working guide: repository layout, workflow, conventions, commands |
docs/STATUS.md |
Where the project stands |
docs/DECISIONS.md |
The key decisions and why |
docs/MATCHING.md |
How to match a function: workflow, tools, C patterns |
docs/TOOLCHAIN.md |
What built the original game |
docs/DISC_LAYOUT.md |
Disc files, memory map, overlays |
docs/FORMATS.md |
The game's file formats |
docs/MECHANICS.md |
Game mechanics mapped to functions and tests |
docs/PORT.md |
How the PC port works |
docs/LAUNCHER.md |
The launcher/game contract, settings and mods |
docs/SOUND.md |
Sound: LIBSND, the SPU, CD audio |
docs/RELEASE.md |
Making a release |
docs/THIRD_PARTY.md |
Everything borrowed from other projects |
tests/README.md |
The reference tests |
Planned work lives in the project board, problems in issues.
Contributions are welcome: matching a function, naming symbols, documenting a format, fixing the port, or testing it
on your machine. Read docs/CONTRIBUTING.md before opening a pull request.
Our own work (source, tools, tests, documentation) is under the MIT licence. The decompiled source was
written by reading the game's machine code; every borrowing from other projects is recorded in
docs/THIRD_PARTY.md. The game itself remains the property of its publisher.