actors | ||
asm | ||
assets | ||
bin | ||
data | ||
doxygen | ||
enhancements | ||
include | ||
levels | ||
lib | ||
rsp | ||
sound | ||
src | ||
text | ||
tools | ||
.clang-format | ||
.clang-tidy | ||
.gitattributes | ||
.gitignore | ||
assets.json | ||
CHANGES | ||
charmap_menu.txt | ||
charmap.txt | ||
diff_settings.py | ||
diff.py | ||
Dockerfile | ||
Doxyfile | ||
extract_assets.py | ||
first-diff.py | ||
format.sh | ||
Jenkinsfile | ||
LICENSE.md | ||
Makefile | ||
Makefile.split | ||
README.md | ||
rename_sym.sh | ||
sm64.cn.sha1 | ||
sm64.eu.sha1 | ||
sm64.jp.sha1 | ||
sm64.ld | ||
sm64.sh.sha1 | ||
sm64.us.sha1 | ||
undefined_syms.txt | ||
util.mk |
Super Mario 64
- This repo contains a full decompilation of Super Mario 64 of the following releases: Japan (jp), North America (us), Europe (eu), Shindou (sh) and iQue Player (cn).
- Naming and documentation of the source code and data structures are in progress.
It builds the following ROMs:
- sm64.jp.z64
sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51
- sm64.us.z64
sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce
- sm64.eu.z64
sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9
- sm64.sh.z64
sha1: 3f319ae697533a255a1003d09202379d78d5a2e0
- sm64.cn.z64
sha1: 2e1db2780985a1f068077dc0444b685f39cd90ec
This repo does not include all assets necessary for compiling the ROMs. A prior copy of the game is required to extract the assets.
Quick Start (for Ubuntu)
- Install prerequisites:
sudo apt install -y binutils-mips-linux-gnu build-essential git pkgconf python3
- Clone the repo from within Linux:
git clone https://github.com/n64decomp/sm64.git
- Place a Super Mario 64 ROM called
baserom.<VERSION>.z64
into the project folder for asset extraction, whereVERSION
can bejp
,us
,eu
,sh
, orcn
. - Run
make
to build. Specify the version throughmake VERSION=<VERSION>
. Add-j4
to improve build speed (hardware dependent).
Ensure the repo path length does not exceed 255 characters. Long path names result in build errors.
Installation
Windows
Install WSL and a distro of your choice following Windows Subsystem for Linux Installation Guide for Windows 10. We recommend either Debian or Ubuntu 18.04 Linux distributions under WSL. Note: WSL1 does not currently support Ubuntu 20.04.
Next, clone the SM64 repo from within the Linux shell:
git clone https://github.com/n64decomp/sm64.git
Then continue following the directions in the Linux installation section below.
Linux
There are 3 steps to set up a working build.
Step 1: Install dependencies
The build system has the following package requirements:
- binutils-mips
- pkgconf
- python3 >= 3.6
Dependency installation instructions for common Linux distros are provided below:
Debian / Ubuntu
To install build dependencies:
sudo apt install -y binutils-mips-linux-gnu build-essential git pkgconf python3
Arch Linux
To install build dependencies:
sudo pacman -S base-devel python
Install the following AUR packages:
- mips64-elf-binutils (AUR)
Other Linux distributions
Most modern Linux distributions should have equivalent packages to the other two listed above. You may have to use a different version of GNU binutils. Listed below are fully compatible binutils distributions with support in the makefile, and examples of distros that offer them:
mips64-elf-
(Arch AUR)mips-linux-gnu-
(Ubuntu and other Debian-based distros)mips64-linux-gnu-
(RHEL/CentOS/Fedora)
You may also use Docker to handle installing an image with minimal dependencies.
Step 2: Copy baserom(s) for asset extraction
For each version (jp/us/eu/sh/cn) for which you want to build a ROM, put an existing ROM at
./baserom.<VERSION>.z64
for asset extraction.
Step 3: Build the ROM
Run make
to build the ROM (defaults to VERSION=us
).
Other examples:
make VERSION=jp -j4 # build (J) version instead with 4 jobs
make VERSION=eu COMPARE=0 # build (EU) version but do not compare ROM hashes
Resulting artifacts can be found in the build
directory.
The full list of configurable variables are listed below, with the default being the first listed:
VERSION
:jp
,us
,eu
,sh
,cn
GRUCODE
:f3d_old
,f3d_new
,f3dex
,f3dex2
,f3dzex
COMPARE
:1
(compare ROM hash),0
(do not compare ROM hash)NON_MATCHING
: Use functionally equivalent C implementations for non-matchings. Also will avoid instances of undefined behavior.CROSS
: Cross-compiler tool prefix (Example:mips64-elf-
).
macOS
With macOS, you may either use Homebrew or Docker.
Homebrew
Step 1: Install dependencies
Install Homebrew and the following dependencies:
brew update
brew install coreutils make pkg-config tehzz/n64-dev/mips64-elf-binutils
Step 2: Copy baserom(s) for asset extraction
For each version (jp/us/eu/sh/cn) for which you want to build a ROM, put an existing ROM at
./baserom.<VERSION>.z64
for asset extraction.
Step 3: Build the ROM
Use Homebrew's GNU make because the version included with macOS is too old.
gmake VERSION=jp -j4 # build (J) version instead with 4 jobs
Docker Installation
Create Docker image
After installing and starting Docker, create the docker image. This only needs to be done once.
docker build -t sm64 .
Build
To build, mount the local filesystem into the Docker container and build the ROM with docker run sm64 make
.
macOS example for (U):
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4
Linux example for (U):
For a Linux host, Docker needs to be instructed which user should own the output files:
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$GID sm64 make VERSION=us -j4
Resulting artifacts can be found in the build
directory.
Project Structure
sm64
├── actors: object behaviors, geo layout, and display lists
├── asm: handwritten assembly code, rom header
│ └── non_matchings: asm for non-matching sections
├── assets: animation and demo data
│ ├── anims: animation data
│ └── demos: demo data
├── bin: C 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
├── rsp: audio and Fast3D RSP assembly 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
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.
Official Discord: discord.gg/DuYH3Fh