Go to file
HengiFettlich 0047ec939e refactor fullscreen into own static function 2020-05-08 14:35:38 +02:00
.github/ISSUE_TEMPLATE Update issue templates 2020-05-07 20:46:35 +02:00
actors Refresh 7 2020-03-01 22:42:52 -05:00
asm Refresh 8 2020-04-03 14:57:26 -04:00
assets Refresh 3 2019-11-03 14:36:27 -05:00
bin merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
data Refresh 8 2020-04-03 14:57:26 -04:00
doxygen init2 2019-08-25 00:46:40 -04:00
enhancements Refresh 8 2020-04-03 14:57:26 -04:00
include merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
levels merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
lib merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
sound merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
src refactor fullscreen into own static function 2020-05-08 14:35:38 +02:00
text refresh 6 2020-02-03 00:51:26 -05:00
tools merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
.clang-format Refresh 1 2019-09-01 15:50:50 -04:00
.clang-tidy Refresh 1 2019-09-01 15:50:50 -04:00
.gitattributes Refresh 1 2019-09-01 15:50:50 -04:00
.gitignore Update .gitignore 2020-05-08 12:11:59 +02:00
CHANGES Refresh 8 2020-04-03 14:57:26 -04:00
Dockerfile incorporate streetster's suggestions 2020-04-02 11:00:05 -07:00
Doxyfile refresh 4 2019-12-01 21:52:53 -05:00
Jenkinsfile refresh 6 2020-02-03 00:51:26 -05:00
Makefile revert -O2 when non matching,fix EU compile,disable cursor in fullscreen 2020-05-08 13:41:12 +02:00
Makefile.split Refresh 7 2020-03-01 22:42:52 -05:00
README.md Add features and enhancements. 2020-05-08 03:26:21 -03:00
asmdiff.jp.sh merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
asmdiff.us.sh init2 2019-08-25 00:46:40 -04:00
assets.json Refresh 8 2020-04-03 14:57:26 -04:00
charmap.txt refresh 5 2020-01-03 10:38:57 -05:00
charmap_menu.txt refresh 5 2020-01-03 10:38:57 -05:00
diff.py Refresh 8 2020-04-03 14:57:26 -04:00
diff_settings.py Refresh 8 2020-04-03 14:57:26 -04:00
extract_assets.py merge PC port onto the decompile 2020-05-07 20:21:22 +02:00
first-diff.py Refresh 8 2020-04-03 14:57:26 -04:00
format.sh init2 2019-08-25 00:46:40 -04:00
rename_sym.sh Refresh 7 2020-03-01 22:42:52 -05:00
sm64.eu.sha1 init2 2019-08-25 00:46:40 -04:00
sm64.jp.sha1 init2 2019-08-25 00:46:40 -04:00
sm64.ld Refresh 8 2020-04-03 14:57:26 -04:00
sm64.sh.sha1 Refresh 7 2020-03-01 22:42:52 -05:00
sm64.us.sha1 init2 2019-08-25 00:46:40 -04:00
undefined_syms.txt Refresh 8 2020-04-03 14:57:26 -04:00

README.md

sm64pc

OpenGL adaptation of n64decomp/sm64.

Feel free to report bugs and contribute, but remember, there must be no upload of any copyrighted asset. Run ./extract-assets.py --clean && make clean or make distclean to remove ROM-originated content.

Features

  • Native rendering. You can now play SM64 without the need of an emulator.
  • Variable aspect ratio and resolution. The game can now correctly render at basically any window size.
  • Native xinput controller support. On Linux, DualShock 4 has been confirmed to work plug-and-play.
  • True analog camera control is now available on our testing branch.

Building

On Linux

1. Copy baserom(s) for asset extraction

For each version (jp/us/eu) that you want to build an executable for, put an existing ROM at ./baserom.<version>.z64 for asset extraction.

2. Install build dependencies

The build system has the following package requirements:

  • python3 >= 3.6
  • libsdl2-dev
  • audiofile
  • libglew-dev
  • git

Debian / Ubuntu - targeting 32 bits

sudo apt install build-essential git python3 libaudiofile-dev libglew-dev:i386 libsdl2-dev:i386

Debian / Ubuntu - targeting 64 bits

sudo apt install build-essential git python3 libaudiofile-dev libglew-dev libsdl2-dev

Arch Linux

sudo pacman -S base-devel python audiofile sdl2 glew

Void Linux - targeting 64 bits

sudo xbps-install -S base-devel python3 audiofile-devel SDL2-devel glew-devel

Void Linux - targeting 32 bits

sudo xbps-install -S base-devel python3 audiofile-devel-32bit SDL2-devel-32bit glew-devel-32bit

3. Build the executable.

Run make to build (defaults to VERSION=us)

make VERSION=jp -j6                 # build (J) version with 6 jobs
make VERSION=us WINDOWS_BUILD=1     # builds a (U) Windows executable 

On Windows

A full guide is to be written. You can use mxe and MinGW.

For the web

The game can be compiled for web browsers that support WebGL using Emscripten. To do so, install emsdk and run make TARGET_WEB=1.

Optional enhancements

On the ./enhancements folder, you'll find several .patch files, which can be applied in the following manner:

 git apply fps.patch --ignore-whitespace --reject

If any rejections occur, you can search for them with find | grep .rej. Try to solve rejections through wiggle.

wiggle rejection.rej --replace

Current issues

  • Support for the EU version is still experimental.
  • There seems to be savedata-related problems on some 64-bits builds.
  • Camera controls are also bugged for some.