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* Match Camera_80029124 * Match Camera_800293E0 * Remove Camera_800293E0 comment * Partial match on Camera_80029C88 * Partially match Camera_8002A28C * Remove duplicate decompilation * Decent progress on Camera_8002A28C * Couple of small functions * More progress in camera.c Couple of other small functions Decent progress on Camera_8002A28C Remove duplicate decompilation |
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.cargo | ||
.github | ||
.idea | ||
.nix | ||
.vscode | ||
asm | ||
config/GALE01 | ||
docs | ||
extern/dolphin | ||
orig/GALE01/sys | ||
reqs | ||
src | ||
tools | ||
.clang-format | ||
.dockerignore | ||
.editorconfig | ||
.flake8 | ||
.gitattributes | ||
.gitignore | ||
.pre-commit-config.yaml | ||
.rustfmt.toml | ||
Cargo.lock | ||
Cargo.toml | ||
compile_flags.txt | ||
configure.py | ||
default.nix | ||
Doxyfile | ||
ldscript.lcf | ||
Makefile | ||
obj_files.mk | ||
shell.nix | ||
ssbm.us.1.2.sha1 |
Super Smash Bros Melee
This repo contains a WIP decompilation of Super Smash Bros Melee (US).
Tip
The DOL this repository builds can be shifted! Meaning you are able to now add and remove code as you see fit, for modding or research purposes.
It builds main.dol
:
Version | Game ID | SHA-1 |
---|---|---|
1.02 | GALE01 |
08e0bf20134dfcb260699671004527b2d6bb1a45 |
Dependencies
Windows:
On Windows, it's highly recommended to use native tooling. WSL or msys2 are not required. When running under WSL, objdiff is unable to get filesystem notifications for automatic rebuilds.
- Install Python and add it to
%PATH%
.- Also available from the Windows Store.
- Download ninja and add it to
%PATH%
.- Quick install via pip:
pip install ninja
- Quick install via pip:
macOS:
- Install ninja:
brew install ninja
- Install wine-crossover:
brew install --cask --no-quarantine gcenx/wine/wine-crossover
After OS upgrades, if macOS complains about Wine Crossover.app
being unverified, you can unquarantine it using:
sudo xattr -rd com.apple.quarantine '/Applications/Wine Crossover.app'
Linux:
- Install ninja.
- For non-x86(_64) platforms: Install wine from your package manager.
- For x86(_64), WiBo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.
Building
- Clone the repository:
git clone https://github.com/doldecomp/melee.git --depth=1
- Using Dolphin Emulator, find your ISO and click
Properties
. Go to theFilesystem
tab, right-clickDisc - GALE01
and selectExtract System Data
. Chooseorig/GALE01
of this repository. - Configure:
python configure.py
- Build:
ninja
Tooling
We use Python for our command line tooling. It is recommended that you use a virtual environment.
- Create a virtual environment.
python -m venv --upgrade-deps '.venv'
- You'll need to activate it whenever you open a new shell.
- Windows:
.venv/Scripts/Activate.ps1
- Linux/macOS:
. .venv/bin/activate
- Windows:
- After that, you can install or update our packages with:
pip install -r reqs/decomp.txt
- Now you can run
decomp.py
to decomp a function using m2c. Pass it-h
to see all the options.python tools/decomp.py my_function_name
Modding
Coming soon.
Containers
Coming soon.
Building with Make (legacy)
See Building with Make.
Diffing
Once the initial build succeeds, an objdiff.json
should exist in the project root.
Download the latest release from encounter/objdiff. Under project settings, set Project directory
. The configuration should be loaded automatically.
Select an object from the left sidebar to begin diffing. Changes to the project will rebuild automatically: changes to source files, headers, configure.py
, splits.txt
or symbols.txt
.
Tip
It's recommended that you enable the
Relax relocation diffs
option underDiff Options
.
Contributing
Contributions are welcome! If you're new to decomp, check out our Getting Started guide. Before opening a pull request, please read our contributing guidelines. If you're new to Git and don't know how to create a pull request, we encourage you to create an issue with your decomp.me link and a maintainer will add your code to the repository.
We're also happy to answer any questions in the #melee
channel on Discord.
FAQ
How is the codebase structured?
The code in src
is divided into several modules, the main one being melee
, which is the game code.
melee
The main game code is divided into several two-letter folders, which were left behind by HAL in assert messages and game data on the original disc.
Short | Full | Notes |
---|---|---|
cm |
Camera | |
db |
Debug | |
ef |
Effect | Visual effects. |
ft |
Fighter | The player characters. |
gm |
Game | The main game loop. |
gr |
Ground | Stages and other levels. |
if |
Interface | User interface. |
it |
Items | |
lb |
Library | Utility functions that are often thin wrappers around dolphin or baselib code. |
mn |
Menu | |
mp |
Map | Related to stages and contains things like mpcoll (map collisions). |
pl |
Player | As in users. |
sc |
Scene | Menu, versus mode, single-player, etc. The game mode. |
ty |
Toy | Trophies. |
un |
Unknown | This isn't an actual folder in the original code. |
vi |
Visual | Cutscenes, etc. |
melee/ft/chara
HAL also used two-letter abbreviations for each fighter.
Short | Full | Canonical English |
---|---|---|
Bo |
Zako1 Boy | Male wire frame |
Ca |
Captain | Captain Falcon |
Ch |
Crazy Hand | |
Cl |
Child Link | Young Link |
Co |
Common | Shared code |
Dk |
Donkey Kong | |
Dr |
Dr. Mario | |
Fc |
Falco | |
Fe |
Fire Emblem | Roy |
Fx |
Fox | |
Gk |
Giga Koopa | Giga Bowser |
Gl |
Zako Girl | Female wire frame |
Gn |
Ganondorf | |
Gw |
Mr. Game & Watch | |
Kb |
Kirby | |
Kp |
Koopa | Bowser |
Lg |
Luigi | |
Lk |
Link | |
Mh |
Master Hand | |
Mr |
Mario | |
Ms |
Mars | Marth |
Mt |
Mewtwo | |
Nn |
Nana | |
Ns |
Ness | |
Pc |
Pichu | |
Pe |
Peach | |
Pk |
Pikachu | |
Pp |
Popo | |
Pr |
Purin | Jigglypuff |
Sb |
Sandbag | |
Sk |
Seak | Sheik |
Ss |
Samus | |
Ys |
Yoshi | |
Zd |
Zelda |
1 Zako (雑魚) is Japanese for "trash mob" in video games, literally "small fish."
sysdolphin/baselib
HAL's core internal library.
Class | Full |
---|---|
AObj |
Animation |
CObj |
Camera |
DObj |
Draw/Display |
FObj |
Frame |
GObj |
Global/Game |
JObj |
Joint |
LObj |
Light |
MObj |
Material |
PObj |
Polygon |
TObj |
Texture |
RObj |
Reference |
SObj |
Scene |
WObj |
World |
dolphin
The Dolphin SDK.
MetroTRK
The Metrowerks Target Resident Kernel.
MSL
The Metrowerks Standard Library.
Runtime
The Gekko hardware runtime.
What can be done after decompiling Melee?
Note that this project's purpose is to only match the ASM with C code. This is entirely for research and archival purposes. After this is created, you essentially have a C project that can be compiled into Melee, but it won't be portable (aka you can't compile it to run on a normal computer).
So creating mods would be a lot easier as C code is much easier to consume than ASM. However, there are additional projects that could be undertaken once this is complete, but those technical endeavours are out-of-scope for this repo.
Do we know how the compiler works?
- Kind of. We don’t have its source though.
How do we get the compiler to pick a certain register allocation?
Considering we don't have the source for the compiler, this is kind of "anything goes" territory. Unfortunately register allocation is an NP-hard problem which means there are all types of heuristics you can use to select registers, some of which can be confused by things as silly as variable names.
One option is to attempt to automatically permute the source code to get the correct register allocation.