Vandal Hearts — PC Port
Copyright (C) 2026 HalmyLyseas

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Scope of the GPL-2.0 license (LICENSE file)
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The GPL-2.0 license in LICENSE covers ONLY the original work authored for this
project by the copyright holder above — principally the native PC port and its
tooling. Concretely, that is:

  * platform/pc/**   — the entire native PC port: the SDL2 / OpenGL / OpenAL
                       backends, the software SPU/GTE/GPU/CD/MDEC re-implementations,
                       the clean-room PsyQ interface headers (platform/pc/include/PsyQ/),
                       the build system (Makefile, CMakeLists.txt), and the
                       data-generation tooling (platform/pc/tools/).
  * Original additions to the decompiled sources, marked in-tree by the
    `PC_PORT`, `PC_DEBUG_*`, and `PERMUTER` preprocessor gates in src/ and include/.
  * The project documentation authored here (README.md, this NOTICE, DISCLAIMER,
    CREDITS).

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What the GPL-2.0 license does NOT cover
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The following is NOT the copyright holder's work and is NOT licensed under
GPL-2.0. No ownership is claimed over it. See DISCLAIMER.

  * The decompiled game code — src/*.c and the matching-decomp headers/config it
    depends on (include/*.h, symbol_addrs.txt, SLUS_004.47.yaml,
    undefined_additional.txt). This is a reverse-engineered representation of
    Vandal Hearts (© Konami), derived from the unlicensed decompilation by
    shao113 (https://github.com/shao113/vh). It is included for interoperability
    and preservation only.

  * A small number of functional game-data tables reconstructed from the game
    binary — platform/pc/src/pc_battle_data.c, pc_unit_anim_data.c,
    pc_sprite_box_quads.c, pc_event_anim_data.c (unit stats, animation/sprite
    pointer tables). Game-derived data, © Konami.

  * The English reference lines in the movie-subtitle templates
    (platform/pc/tools/langpack/cues/*.json) — short transcriptions of the
    narration burned into the game's story videos, © Konami, included solely
    as a translation reference for language packs. The timings and layout
    data in the same files are original work of this project.

  * The decomp toolchain under tools/ originates from the broader PSX-decomp
    community (splat, maspsx, and related scripts); see CREDITS.

  * NOT PRESENT in this source repository (git-ignored): the base game executable
    and disc image, the Sony PsyQ SDK headers and BIOS data (including the PS1
    kanji font), Konami's in-game text, and any extracted game assets or audio.
    These are regenerated locally from your own legally-owned copy at build time.
    See DISCLAIMER and README.md.

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Binary releases (pre-built downloads) — what they embed
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The statements above describe this SOURCE REPOSITORY. Pre-built binaries may also
be published for convenience (e.g. on the project's releases page). Being
compiled, a binary necessarily EMBEDS a portion of game-derived data that the
build bakes in — it cannot be reconstructed at runtime the way the source tree
regenerates it. Concretely, a release binary contains:

  * the executable's static data segment (game tables and some encoded UI text),
    reconstructed from SLUS_004.47;
  * a small PS1 BIOS-derived kanji glyph set used by the text renderer;
  * the reconstructed text/pointer tables and functional game-data tables.

This is game-derived data (© Konami) and BIOS-derived data (© Sony), embedded so
the port can run; no ownership is claimed over any of it. It is only a FRACTION
of the game — the bulk of the content (dialogue, maps, event scripts, audio, and
video) is NOT included and is read at runtime from the disc image you supply. A
release binary is non-functional without your own legally-owned copy of the game.
If the copyright holder objects to this, binaries will be withdrawn on request.

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Optional HD pack (a separate release download, not part of the binary)
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The releases page may also offer an OPTIONAL "HD PACK" download, separate from the
executable. It is NOT embedded in the binary and the port runs fully without it.
It contains higher-resolution background images and re-encoded FMV movies produced
by UPSCALING the game's original pre-rendered art (backgrounds and full-motion
video). The pack's original audio is not included; movies use the game's own disc
audio at runtime.

This pack is UPSCALED DERIVATIVE WORK of © Konami material, provided only for
convenience and preservation. It can also be built locally by any owner of the
game from their own disc, using the tools in platform/pc/tools/hdpack/. No
ownership is claimed over it, and it will be withdrawn on request.
