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# LEGO Island Decompilation
(Proposal) Adjustments to "decomp" language (#308) * Adjustments to "decomp" language * Fix a comment * Fix accidental clang-formatting * Fix order * Fix order * Remove junk * Fix OFFSET * Adjustments based on new suggestions * Annotate globals * Globals in ISLE * More globals * Merge from parser2 branch * Allow prepending space for exact marker match * To eliminate noise, require the 0x prefix on offset for marker match * fix test from previous * Count tab stops for indented functions to reduce MISSED_END_OF_FUNCTION noise * FUNCTION to SYNTHETIC where needed * Missed marker conversion on SetAtomId * pylint cleanup, remove unused code * Fix unexpected function end, add more unit tests * Be more strict about synthetic name syntax * Revert "Missed marker conversion on SetAtomId" This reverts commit d87d665127fae7dd6e5bd48d9af14a0a829bf9e2. * Revert "FUNCTION to SYNTHETIC where needed" This reverts commit 8c815418d261ba8c5f67a9a2cae349fe4ac92db8. * Implicit lookup by name for functions * Fix VTABLE SYNTHETIC and other decomp markers * Get vtable class name * Vtable marker should identify struct * No colon for SIZE comment * Update README.md * Update README.md * Update CONTRIBUTING.md * Update README.md * Update README.md * Update CONTRIBUTING.md * Update README.md * Update CONTRIBUTING.md * Fix destructor/annotation * Update README.md * Update README.md * Update README.md * Update README.md * Update README.md --------- Co-authored-by: disinvite <disinvite@users.noreply.github.com>
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[Development Vlog](https://www.youtube.com/playlist?list=PLbpl-gZkNl2COf_bB6cfgTapD5WduAfPz) | [Contributing](/CONTRIBUTING.md) | [Matrix](https://matrix.to/#/#isledecomp:matrix.org) | [Forums](https://forum.mattkc.com/viewforum.php?f=1) | [Patreon](https://www.patreon.com/mattkc)
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This is a **work-in-progress** decompilation of LEGO Island (Version 1.1, English). It aims to be as accurate as possible, matching the recompiled instructions to the original machine code as much as possible. The goal is to provide a workable codebase that can be modified, improved, and ported to other platforms later on.
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## Status
<img src="https://legoisland.org/progress/ISLEPROGRESS.SVG" width="50%"><img src="https://legoisland.org/progress/LEGO1PROGRESS.SVG" width="50%">
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Currently, `ISLE.EXE` is completely decompiled and behaves identically to the original. A handful of stubborn instructions are not yet matching; however, we anticipate they will as more of the overall codebase is implemented.
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`LEGO1.DLL` is still lacking some gameplay features but is generally workable. If you would like to use this, make sure to do so without interacting with save files created by the retail version, as there might still be some incompatibilities.
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## Building
This project uses the [CMake](https://cmake.org/) build system, which allows for a high degree of versatility regarding compilers and development environments. For the most accurate results, it is recommended to use Microsoft Visual C++ 4.20 (the same compiler used to build the original game). Since we're trying to match the output of this code to the original executables as closely as possible, all contributions will be graded with the output of this compiler.
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These instructions will outline how to compile this repository into accurate instruction-matching binaries with Visual C++ 4.2. If you wish, you can try using other compilers, but this is at your own risk and won't be covered in this guide.
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#### Prerequisites
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You will need the following software installed:
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- Microsoft Visual C++ 4.2. This can be found on many abandonware sites, but the installer can be a little iffy on modern versions of Windows. For convenience, a [portable version](https://github.com/itsmattkc/msvc420) is available that can be downloaded and used quickly instead.
- [CMake](https://cmake.org/). A copy is often included with the "Desktop development with C++" workload in newer versions of Visual Studio; however, it can also be installed as a standalone app.
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#### Compiling
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1. Open a Command Prompt (`cmd`).
1. From Visual C++ 4.2, run `BIN/VCVARS32.BAT x86` to populate the path and other environment variables for compiling with MSVC.
1. Make a folder for compiled objects to go, such as a `build` folder inside the source repository (the folder you cloned/downloaded to).
1. In your Command Prompt, `cd` to the build folder.
1. Configure the project with CMake by running:
```
cmake <path-to-source> -G "NMake Makefiles" -DCMAKE_BUILD_TYPE=RelWithDebInfo
```
- **Visual C++ 4.2 has issues with paths containing spaces**. If you get configure or build errors, make sure neither CMake, the repository, nor Visual C++ 4.2 is in a path that contains spaces.
- Replace `<path-to-source>` with the source repository. This can be `..` if your build folder is inside the source repository.
- `RelWithDebInfo` is recommended because it will produce debug symbols useful for further decompilation work. However, you can change this to `Release` if you don't need them. `Debug` builds are not recommended because they are unlikely to be compatible with the retail `LEGO1.DLL`, which is currently the only way to use this decompilation for gameplay.
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- `NMake Makefiles` is most recommended because it will be immediately compatible with Visual C++ 4.2. For faster builds, you can use `Ninja` (if you have it installed), however due to limitations in Visual C++ 4.2, you can only build `Release` builds this way (debug symbols cannot be generated with `Ninja`).
1. Build the project by running `nmake` or `cmake --build <build-folder>`
1. When this is done, there should a recompiled `ISLE.EXE` and `LEGO1.DLL` in the build folder.
1. Note that `nmake` must be run twice under certain conditions, so it is advisable to always (re-)compile using `nmake && nmake`.
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If you have a CMake-compatible IDE, it should be pretty straightforward to use this repository, as long as you can use `VCVARS32.BAT` and set the generator to `NMake Makefiles`.
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## Usage
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Simply place the compiled `ISLE.EXE` and `LEGO1.DLL` into LEGO Island's install folder (usually `C:\Program Files\LEGO Island` or `C:\Program Files (x86)\LEGO Island`). Alternatively, LEGO Island can run from any directory as long as `ISLE.EXE` and `LEGO1.DLL` are in the same directory, and the registry keys (usually `HKEY_LOCAL_MACHINE\Software\Mindscape\LEGO Island` or `HKEY_LOCAL_MACHINE\Software\Wow6432Node\Mindscape\LEGO Island`) point to the correct location for the asset files.
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## Contributing
If you're interested in helping or contributing to this project, check out the [CONTRIBUTING](/CONTRIBUTING.md) page.
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## Additional Information
### Which version of LEGO Island do I have?
Right click on `LEGO1.DLL`, select `Properties`, and switch to the `Details` tab. Under `Version` you should either see `1.0.0.0` (1.0) or `1.1.0.0` (1.1). Additionally, you can look at the game disc files; 1.0's files will all say August 8, 1997, and 1.1's files will all say September 8, 1997. Version 1.1 is by far the most common, especially if you're not using the English or Japanese versions, so that's most likely the version you have. Please note that some localized versions of LEGO Island were recompiled with small changes despite maintaining a version number parallel with other versions; this decompilation is specifically targeting the English release of version 1.1 of LEGO Island. You can verify you have the correct version using the checksums below:
* ISLE.EXE `md5: f6da12249e03eed1c74810cd23beb9f5`
* LEGO1.DLL `md5: 4e2f6d969ea2ef8655ba3fc221a0c8fe`
* CONFIG.DLL `md5: 92d958a64a273662c591c88b09100f4a`