bc9ca97086
* Match a few * Remove cast * BossGanon2_Destroy * Some struct layout * Missed one * Work on BossGanon2_Update * Oops missed another * Work on update more * Get it to compile * Work a bit on update * func_808FD27C * Cleanup a bit * Fix incompatible pointer type * Work more on update * Multiply * Fix janky cast regalloc * Remove some casts * Move switch case to right spot * Tiny regalloc * Fix stack * Try to fix jump table * Migrate bss * Make data match * Fix minor formatting * Another minor formatting * Replace hex with symbols * Do display lists * Vertices * jnt items init * Split gfx into separate file * func_808FCF40 * func_808FCF5C * func_808FD080 * func_808FD4D4 * func_808FF898 * func_808FFA24 * func_808FFAC8 * func_808FFBBC * func_808FFC84 * use unk_313 as a bool * func_808FFCFC * func_808FFDB0 * Add commented static * func_808FFEBC * func_808FFFE0 * func_809000A0 * Remove useless cast in func_809000A0 * Remove useless temp * Fix wrong branch * BossGanon2_Update * Fix implicit function declarations * Type D_8090EB2C to zelda pointer * Reorder include because why not * Deduplicate undefined syms * Add more to struct * Work on func_808FD5F4 * Major work on func_808FD5F4 * Get func_808FD5F4 to compile * Make unk_398 unsigned * Work on func_808FD5F4 * Progress * func_808FD210 * BossGanon2_Draw * Make it compile * Fix compiler warnings * Fix branches func_808FD5F4 * re-nonmatching func_808FD5F4 * stuff * fix math functions * clang format * more progress * Replace bit stuff with type * Merge master * Add possibly janky things and fix while loop * Why does this help * Chained assignment * Remove dubious thing * Reorder thing * Add possibly fake notices * Use true and false * Make func_808FD5F4 equivalent * Massage stack a little * func_80906AB0 * Correct texture params * Whitespace is good * Use decimal line numbers * func_809069F8 * Work on func_809060E8 * Make funny loop less funny * Float stuff * Remove useless cast * Merge upstream * Fix compiler error in nonmatchings * func_809060E8 * Change tex alloc to be full integer * Add unk_234 * Correct size of unk_2F4 * Make textures u64[] * Type textures to u64[] * func_80905DA8 * func_80905674 * Replace some pi * BossGanon2_PostLimbDraw2 * func_8090523C * func_80904FC8 * func_80904D88 * BossGanon2_PostLimbDraw * BossGanon2_OverrideLimbDraw * func_8090464C * func_80903F38 * Match func_80900890 * Move func_80906538 prototype * Work on func_80902348 * Match func_80902348 * Add fake warning to array thing * Work on func_8090120C * Remove useless var from func_8090120C * Work more on func_8090120C * Move case probably into place func_8090120C * Work on func_8090120C until 4914 * Add break to switch * Pass player to startPlayerCutscene * Work more on func_8090120C * Work on func_80902524 * Move function prototype * Match func_80902524 * Clean up sfx ids in func_808FD5F4 * Correct SFX_FLAG in func_8090120C * Match func_8090120C * Match func_80904340 * Change tex to u8[] * Cleanup func_808FD5F4 a bit * Clean up another inequality func_808FD5F4 * Match func_80904108 * Cleanup for PR * Cleanup for PR part 2 * Cleanup data a bit and start on func_80906538 * Basically match func_80906538 * Match func_80906538 * Rename tex to shadowTexture * Work on func_809034E4 a bit * replace 255 with 0xFF for texture * Correct NON_MATCHING guard * Make func_809034E4 equivalent and not ugly! * Reuse i in func_809034E4 * Minor cleanup in func_809034E4 * Remove unused asm * Static all the data * Switch to using assets xml for overlay graphics :) * Remove now unused undefined syms * Rename pad to D_809071FC * Some cleanup * Cleanup and name more stuff * Name BossGanon2_DrawShadowTexture * Rename to sZelda * Correct array in func_809034E4.s * Start using proper symbols for assets * Add morre undefined syms comments * Cleanup a bit * Cleanup a bit more * Use THIS in limb functions * Update comments * Use define for actor id * Remove unnecessary padding in struct * Rename rand_float to randFloat * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Various minor suggestions * Replace shadowTexture with void* wherever possible * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Do multiply * Name some variables from debug prints * Update src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Use ARRAY_COUNT(sParticles) everywhere * Put data and bss in _data.c * Remove unecessary @bug s * Minor suggestions * Why are there so many timers Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> |
||
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asm | ||
assets | ||
data | ||
docs | ||
include | ||
src | ||
tools | ||
.clang-format | ||
.clang-tidy | ||
.gitattributes | ||
.gitignore | ||
checksum.md5 | ||
diff_settings.py | ||
diff.py | ||
docker-compose.yml | ||
Dockerfile | ||
Doxyfile | ||
extract_assets.py | ||
extract_baserom.py | ||
first_diff.py | ||
fixbaserom.py | ||
fixle.sh | ||
format.sh | ||
Jenkinsfile | ||
Makefile | ||
progress.py | ||
README.md | ||
spec | ||
sym_info.py | ||
undefined_syms.txt |
The Legend of Zelda: Ocarina of Time
- WARNING! -
This repository is a work in progress, and while it can be used to make certain changes, it's still
constantly evolving. If you use it for modding purposes in its current state, please be aware that
the codebase can drastically change at any time. Also note that some parts of the ROM may not be
'shiftable' yet, so modifying them could be difficult at this point.
This is a WIP decompilation of The Legend of Zelda: Ocarina of Time. The purpose of the project is to recreate a source code base for the game from scratch, using information found inside the game along with static and/or dynamic analysis. The only build currently supported is Master Quest (Debug), but other versions are planned to be supported.
It builds the following ROM:
- zelda_ocarina_mq_dbg.z64
md5: f0b7f35375f9cc8ca1b2d59d78e35405
Note: This repository does not include any of the assets necessary to build the ROM. A prior copy of the game is required to extract the needed assets.
Website: https://zelda64.dev
Discord: https://discord.zelda64.dev
Installation
Windows
For Windows 10, install WSL and a distribution by following this Windows Subsystem for Linux Installation Guide. We recommend using Debian or Ubuntu 18.04 Linux distributions.
For older versions of Windows, install a Linux VM or refer to either Cygwin or Docker instructions.
macOS
For macOS, use homebrew to install the following dependencies:
- coreutils
- make
- python3
- md5sha1sum
- libpng
You can install them with the following commands:
brew update
brew install coreutils make python3 md5sha1sum libpng
You'll also need to build and install mips-linux-binutils.
Going forward in this guide, please use gmake
whenever you encounter a make
command.
The make
that comes with MacOS behaves differently than GNU make and is incompatible with this project.
You should now be able to continue from step 2 of the Linux instructions.
Linux (Native or under WSL / VM)
1. Install build dependencies
The build process has the following package requirements:
- git
- build-essential
- binutils-mips-linux-gnu
- python3
- libpng-dev
Under Debian / Ubuntu (which we recommend using), you can install them with the following commands:
sudo apt-get update
sudo apt-get install git build-essential binutils-mips-linux-gnu python3 libpng-dev
2. Clone the repository
Clone https://github.com/zeldaret/oot.git
where you wish to have the project, with a command such as:
git clone https://github.com/zeldaret/oot.git
3. Prepare a base ROM
Copy over your copy of the Master Quest (Debug) ROM inside the root of this new project directory. Rename the file to "baserom_original.z64", "baserom_original.n64" or "baserom_original.v64", depending on the original extension.
4. Setup the ROM and build process
Setup and extract everything from your ROM with the following command:
make setup
This will generate a new ROM called "baserom.z64" that will have the overdump removed and the header patched. It will also extract the individual assets from the ROM.
5. Build the ROM
Run make to build the ROM. Make sure your path to the project is not too long, otherwise this process may error.
make
If all goes well, a new ROM called "zelda_ocarina_mq_debug.z64" should be built and the following text should be printed:
zelda_ocarina_mq_dbg.z64: OK
If you instead see the following:
zelda_ocarina_mq_dbg.z64: FAILED
md5sum: WARNING: 1 computed checksum did NOT match
This means that the built ROM isn't the same as the base one, so something went wrong or some part of the code doesn't match.
NOTE: to speed up the build, you can either:
- pass
-jN
tomake setup
andmake
, where N is the number of threads to use in the build. The generally-accepted wisdom is to use the number of virtual cores your computer has. - pass
-j
tomake setup
andmake
, to use as many threads as possible, but beware that this can use too much memory on lower-end systems.
Both of these have the disadvantage that the ordering of the terminal output is scrambled, so for debugging it is best to stick to one thread (i.e. not pass -j
or -jN
).
Cygwin
If you want to use Cygwin, you will need to:
- Download and install Git Bash.
- Download and install Cygwin.
- Build and install mips-linux-binutils.
Once mips-linux-binutils is installed you will need to install the following packages using Cygwin's installer:
- libiconv
- dos2unix
- python3
- libpng-devel
Then you can continue from step step 2 of the Linux instructions.
Note that, before building anything, you will need to run the following commands to fix line endings:
dos2unix fixle.sh
./fixle.sh
Docker
1. Setup requirements
To use Docker, you'll need either Docker Desktop or Docker Toolbox installed and setup based on your system.
You'll also need to prepare a local version of the project with a copied base ROM (see steps 2 and 3 of the Linux instructions).
2. Create the docker image
From inside your local project, run the following command:
docker build . -t oot
3. Start the container
To start the container, you can mount your local filesystem into the docker container and run an interactive bash session.
docker run -it --rm --mount type=bind,source="$(pwd)",destination=/oot oot /bin/bash
4. Setup and Build the ROM
Once inside the container, you can follow steps 4 and 5 of the Linux instructions to setup and build the ROM, or run any other command you need.
Contributing
All contributions are welcome. This is a group effort, and even small contributions can make a difference. Some tasks also don't require much knowledge to get started.
Most discussions happen on our Discord Server, where you are welcome to ask if you need help getting started, or if you have any questions regarding this project and other decompilation projects.