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. **It is not producing a PC port.** For more information you can get in touch with the team on our [Discord server](https://discord.zelda64.dev).
**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.**
For older versions of Windows, install a Linux VM or refer to either [Cygwin](docs/BUILDING_CYGWIN.md) or [Docker](docs/BUILDING_DOCKER.md) instructions.
**N.B.** If using WSL, we strongly encourage you to clone into WSL's Linux filesystem using Linux's `git`.
Cloning into the Windows filesystem will result in much slower read/write speeds, and often causes issues when Windows copies the files with the wrong line endings, which the compiler IDO cannot handle correctly.
This will copy the GitHub repository contents into a new folder in the current directory called `oot`. Change into this directory before doing anything else:
It is recommended to set up a virtual environment for python to contain all dependencies. To create a virtual environment:
```bash
python3 -m venv .venv
```
To start using the virtual environment in your current terminal run:
```bash
. .venv/bin/activate
```
Keep in mind that for each new terminal session, you will need to **activate** the Python virtual environment again. That is, run the above `. .venv/bin/activate` command.
Now you can install the Python dependencies, to do so run:
* pass `-jN` to `make setup` and `make`, 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` to `make setup` and `make`, 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`).
Most discussions happen on our [Discord Server](https://discord.zelda64.dev), 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.