mirror of
https://github.com/n64decomp/sm64.git
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194 lines
6.9 KiB
Markdown
194 lines
6.9 KiB
Markdown
# Super Mario 64
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- This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
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- Naming and documentation of the source code and data structures are in progress.
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It builds the following ROMs:
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* sm64.jp.z64 `sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51`
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* sm64.us.z64 `sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce`
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* sm64.eu.z64 `sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9`
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* sm64.sh.z64 `sha1: 3f319ae697533a255a1003d09202379d78d5a2e0`
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This repo does not include all assets necessary for compiling the ROMs.
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A prior copy of the game is required to extract the assets.
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## Quick Start (for Ubuntu)
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1. Install prerequisites: `sudo apt install -y build-essential git binutils-mips-linux-gnu python3`
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2. Clone the repo from within Linux: `git clone https://github.com/n64decomp/sm64.git`
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3. Place a Super Mario 64 ROM called `baserom.<VERSION>.z64` into the project folder for asset extraction, where `VERSION` can be `us`, `jp`, or `eu`.
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4. Run `make` to build. Qualify the version through `make VERSION=<VERSION>`. Add `-j4` to improve build speed (hardware dependent).
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Ensure the repo path length does not exceed 255 characters. Long path names result in build errors.
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## Installation
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### Windows
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Install WSL and a distro of your choice following
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[Windows Subsystem for Linux Installation Guide for Windows 10.](https://docs.microsoft.com/en-us/windows/wsl/install-win10)
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We recommend either Debian or Ubuntu 18.04 Linux distributions under WSL.
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Note: WSL1 does not currently support Ubuntu 20.04.
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Next, clone the SM64 repo from within the Linux shell:
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`git clone https://github.com/n64decomp/sm64.git`
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Then continue following the directions in the [Linux](#linux) installation section below.
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### Linux
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There are 3 steps to set up a working build.
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#### Step 1: Install dependencies
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The build system has the following package requirements:
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* binutils-mips
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* capstone
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* pkgconf
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* python3 >= 3.6
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Dependency installation instructions for common Linux distros are provided below:
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##### Debian / Ubuntu
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To install build dependencies:
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```
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sudo apt install -y binutils-mips-linux-gnu build-essential git libcapstone-dev pkgconf python3
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```
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##### Arch Linux
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To install build dependencies:
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```
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sudo pacman -S base-devel capstone python
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```
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Install the following AUR packages:
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* [mips64-elf-binutils](https://aur.archlinux.org/packages/mips64-elf-binutils) (AUR)
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##### Other Linux distributions
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Most modern Linux distributions should have equivalent packages to the other two listed above.
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You may have to use a different version of GNU binutils. Listed below are fully compatible binutils
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distributions with support in the makefile, and examples of distros that offer them:
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* `mips64-elf-` (Arch AUR)
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* `mips-linux-gnu-` (Ubuntu and other Debian-based distros)
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* `mips64-linux-gnu-` (RHEL/CentOS/Fedora)
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You may also use [Docker](#docker-installation) to handle installing an image with minimal dependencies.
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#### Step 2: Copy baserom(s) for asset extraction
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For each version (jp/us/eu) for which you want to build a ROM, put an existing ROM at
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`./baserom.<VERSION>.z64` for asset extraction.
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##### Step 3: Build the ROM
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Run `make` to build the ROM (defaults to `VERSION=us`).
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Other examples:
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```
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make VERSION=jp -j4 # build (J) version instead with 4 jobs
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make VERSION=eu COMPARE=0 # build (EU) version but do not compare ROM hashes
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```
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Resulting artifacts can be found in the `build` directory.
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The full list of configurable variables are listed below, with the default being the first listed:
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* ``VERSION``: ``us``, ``jp``, ``eu``, ``sh`` (WIP)
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* ``GRUCODE``: ``f3d_old``, ``f3d_new``, ``f3dex``, ``f3dex2``, ``f3dzex``
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* ``COMPARE``: ``1`` (compare ROM hash), ``0`` (do not compare ROM hash)
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* ``NON_MATCHING``: Use functionally equivalent C implementations for non-matchings (Currently there aren't any non-matchings, but this will apply to Shindou and iQue). Also will avoid instances of undefined behavior.
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* ``CROSS``: Cross-compiler tool prefix (Example: ``mips64-elf-``).
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### macOS
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With macOS, you may either use Homebrew or [Docker](#docker-installation).
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#### Homebrew
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#### Step 1: Install dependencies
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Install [Homebrew](https://brew.sh) and the following dependencies:
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```
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brew update
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brew install capstone coreutils gcc make pkg-config tehzz/n64-dev/mips64-elf-binutils
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```
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#### Step 2: Copy baserom(s) for asset extraction
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For each version (jp/us/eu) for which you want to build a ROM, put an existing ROM at
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`./baserom.<VERSION>.z64` for asset extraction.
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##### Step 3: Build the ROM
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Use Homebrew's GNU make because the version included with macOS is too old.
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```
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gmake VERSION=jp -j4 # build (J) version instead with 4 jobs
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```
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### Docker Installation
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#### Create Docker image
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After installing and starting Docker, create the docker image. This only needs to be done once.
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```
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docker build -t sm64 .
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```
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#### Build
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To build, mount the local filesystem into the Docker container and build the ROM with `docker run sm64 make`.
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##### macOS example for (U):
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```
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docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4
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```
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##### Linux example for (U):
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For a Linux host, Docker needs to be instructed which user should own the output files:
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```
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docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$GID sm64 make VERSION=us -j4
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```
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Resulting artifacts can be found in the `build` directory.
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## Project Structure
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sm64
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├── 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
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├── assets: animation and demo data
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│ ├── anims: animation data
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│ └── demos: demo data
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├── bin: C files for ordering display lists and textures
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├── build: output directory
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├── data: behavior scripts, misc. data
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├── doxygen: documentation infrastructure
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├── enhancements: example source modifications
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├── include: header files
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├── levels: level scripts, geo layout, and display lists
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├── lib: SDK library code
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├── rsp: audio and Fast3D RSP assembly code
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├── sound: sequences, sound samples, and sound banks
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├── src: C source code for game
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│ ├── audio: audio code
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│ ├── buffers: stacks, heaps, and task buffers
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│ ├── engine: script processing engines and utils
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│ ├── game: behaviors and rest of game source
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│ ├── goddard: Mario intro screen
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│ └── menu: title screen and file, act, and debug level selection menus
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├── text: dialog, level names, act names
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├── textures: skybox and generic texture data
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└── tools: build tools
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## Contributing
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Pull requests are welcome. For major changes, please open an issue first to
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discuss what you would like to change.
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Run `clang-format` on your code to ensure it meets the project's coding standards.
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Official Discord: [discord.gg/DuYH3Fh](https://discord.gg/DuYH3Fh)
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