sm64coopdx/README.md

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# Super Mario 64
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This repo contains a full decompilation of Super Mario 64 (J), (U), and (E).
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The source and data have been decompiled but complete naming and documentation
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all of the code and data is still a work in progress. Decompiling the Shindou ROM
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is also an ongoing effort.
It builds the following ROMs:
* sm64.jp.z64 `sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51`
* sm64.us.z64 `sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce`
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* sm64.eu.z64 `sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9`
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This repo does not include all assets necessary for compiling the ROMs.
A prior copy of the game is required to extract the required assets.
## Installation
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### Docker
#### 1. Copy baserom(s) for asset extraction
For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at
`./baserom.<version>.z64` for asset extraction.
#### 2. Create docker image
```bash
docker build -t sm64 .
```
#### 3. Build
To build we simply have to mount our local filesystem into the docker container and build.
```bash
# for example if you have baserom.us.z64 in the project root
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4
# if your host system is linux you need to tell docker what user should own the output files
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docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$UID sm64 make VERSION=us -j4
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```
Resulting artifacts can be found in the `build` directory.
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### Linux
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#### 1. Copy baserom(s) for asset extraction
For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at
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`./baserom.<version>.z64` for asset extraction.
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#### 2. Install build dependencies
The build system has the following package requirements:
* binutils-mips >= 2.27
* python3 >= 3.6
* libaudiofile
* qemu-irix
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__Debian / Ubuntu__
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```
sudo apt install build-essential pkg-config git binutils-mips-linux-gnu python3 zlib1g-dev libaudiofile-dev
```
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Download latest package from [qemu-irix Releases](https://github.com/n64decomp/qemu-irix/releases)
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```
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sudo dpkg -i qemu-irix-2.11.0-2169-g32ab296eef_amd64.deb
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```
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(Optional) Clone https://github.com/n64decomp/qemu-irix and follow the install instructions in the README.
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__Arch Linux__
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```
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sudo pacman -S base-devel python audiofile
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```
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Install the following AUR packages:
* [mips64-elf-binutils](https://aur.archlinux.org/packages/mips64-elf-binutils) (AUR)
* [qemu-irix-git](https://aur.archlinux.org/packages/qemu-irix-git) (AUR)
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#### 3. Build ROM
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Run `make` to build the ROM (defaults to `VERSION=us`). Make sure your path to the repo
is not too long or else this process will error, as the emulated IDO compiler cannot
handle paths longer than 255 characters.
Examples:
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```
make VERSION=jp -j4 # build (J) version instead with 4 jobs
make VERSION=eu COMPARE=0 # non-matching EU version still WIP
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```
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## Windows
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For Windows, install WSL and a distro of your choice following
[Windows Subsystem for Linux Installation Guide for Windows 10](https://docs.microsoft.com/en-us/windows/wsl/install-win10)
We recommend either Debian or Ubuntu 18.04 Linux distributions under WSL.
Then follow the directions in the [Linux](#linux) installation section above.
## macOS
macOS is currently unsupported as qemu-irix is unable to be built for macOS host.
The recommended path is installing a Linux distribution under a VM.
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## Project Structure
```
sm64
├── actors: object behaviors, geo layout, and display lists
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├── asm: handwritten assembly code, rom header
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│   └── non_matchings: asm for non-matching sections
├── assets: animation and demo data
│   ├── anims: animation data
│   └── demos: demo data
├── bin: asm files for ordering display lists and textures
├── build: output directory
├── data: behavior scripts, misc. data
├── doxygen: documentation infrastructure
├── enhancements: example source modifications
├── include: header files
├── levels: level scripts, geo layout, and display lists
├── lib: SDK library code
├── sound: sequences, sound samples, and sound banks
├── src: C source code for game
│   ├── audio: audio code
│   ├── buffers: stacks, heaps, and task buffers
│   ├── engine: script processing engines and utils
│   ├── game: behaviors and rest of game source
│   ├── goddard: Mario intro screen
│   └── menu: title screen and file, act, and debug level selection menus
├── text: dialog, level names, act names
├── textures: skybox and generic texture data
└── tools: build tools
```
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## Contributing
Pull requests are welcome. For major changes, please open an issue first to
discuss what you would like to change.
Run clang-format on your code to ensure it meets the project's coding standards.
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Official Discord: https://discord.gg/27JtCWs