Characters and full pictures on screen
The reference model now draws characters and whole backgrounds, compared against the real game running in an emulator.
Projects / open-amagami
A study of Amagami ebKore+, a PS2 visual novel with a scripting engine of its own. The project documents how it works, builds tools for its data and scripts, and writes new code that does the same job on modern machines.
of the game's own code (480 of 319,400 bytes) already rebuilds to the original bytes. The compiler work is done; from here it goes function by function.
Each square is 256 bytes of the game's program. Coloured squares already rebuild to the original bytes.
Real data from the project's own progress tool. Hover a square to see its address.
Bytes of the game's own code rebuilt to match, at each step of the work on October 12. Real history from the repository.
Times are commit times in UTC.
Five stages, in the order they are tackled.
A build that recreates the game's program byte for byte.
Open every file on the disc and pack it back identically.
Read, edit and recompile the scenario scripts.
Rewrite the game's own code so it compiles to the original bytes.
One full route playable on a PC, with no emulator.
Three pictures of what the project does. All drawn by us.
Output of our own engine, not of the original game.





Captures come from the game running under our own tools. This site is not affiliated with the game's makers, and you need your own copy of the game to use anything here.
Drag to compare. These are placeholder panels until real captures are added.
The reference model now draws characters and whole backgrounds, compared against the real game running in an emulator.
From boot to the first line of dialogue, using the game's own font.
Eleven functions now rebuild to the original bytes.
Reverse engineering and preservation: understanding how the game works so it can be studied, translated and kept playable. The tools for its script language are useful to anyone who wants to read it.