* wip: New assets system tm Builds gc-eu-mq-dbg OK from clean after 1) make setup 2) python3 -m tools.assets.extract -j 3) replace 0x80A8E610 with sShadowTex in extracted/gc-eu-mq-dbg/assets/overlays/ovl_En_Jsjutan/sShadowMaterialDL.inc.c 4) make various symbols in extracted data like sTex static * use variables from config.yml for gMtxClear and sShadowTex addresses * Write source with static for overlays using `HACK_IS_STATIC_ON` hack * gc-eu-mq-dbg OK from clean with `make setup && make` * implement more skeleton-related types, cleanups, fixups * fix extracted data to no longer produce compilation warnings * implement more of RoomShapeImage types * yeet XmlPath from ExternalFile usage * Implement PlayerAnimationDataResource (link_animetion data) * fix csdis CS_TIME extra arg * dmadata file names no longer hardcoded for gc-eu-mq-dbg * ntsc-1.0 OK * xml fixes * slightly improve standard output * rm extract_assets.py * generate and use Limb enums (TODO: check Skin skels and implement for Curve skels) * handle dependencies between xmls * introduce RawPointers xml attribute to ignore specific pointers and keep them raw * add tools/extract_assets.sh * fixups * only extract if xmls changed or if -f (force) is used * fixups, gc-eu OK * all versions OK * check attributes of xml resources elements * Implement legacy skelanime resources * fix ASSET_FILES_BIN_EXTRACTED/COMMITTED: look for .u8.bin specifically instead of just .bin * implement JFIFResource * fix png/jpg wildcards: look specifically for .u64.png .u32.png .u64.jpg * Makefile: Add rules to build .png, .bin and .jpg in assets/ too * start writing actual docs * extract sTransCircleDL and sTransWipeDL * misc cleanup/fixes, pygfxd 1.0.3 * refactor CDataExt.set_write callback args to use a dataclass * Move {} to in-source * misc * more progress on spec * fix missing braces in n64dd_error_textures.c * finish xml spec doc * assets xmls fixes * some cleanup, use `gNameTex_WIDTH/HEIGHT` macros in dlists * handle hackmode_syotes_room, fix compile * C build_from_png * rm tools/assets/bin2c * rm ZAPD * format * remove rule to generate dmadata_table.py * CC0 license (and some import cleanup) * dont try to build zapd (rmd) * simplify palettes with single user (ci images with a non-shared palette) * add docs on how images are handled * bss * allow -j N * fix n64texconv python bindings memory management * move -j at the end of calling extraction script * with -j, update last_extracts.json as each job completes rather than only if all complete * make interrupting less jank by making child processes ignore sigint * use enum names in `SCENE_CMD_SKYBOX_SETTINGS` * `multiprocessing.get_context("fork")` * import rich, except ImportError s * fix optional rich usage * .bss * .bss * .bss * assets extraction: -j -> -j$(N_THREADS) * .bss * change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME * 0XHEX -> 0xHEX * fix bss * Proper includes for assets mostly proper, some includes like dlists resources always causing a sys_matrix.h include (when not every dlist references gIdentityMtx) could be done better * rm z64.h * rm z64.h take two * bss * Make .u64 suffix for pngs optional * fixup: rm .u64 suffix from n64dd image paths * Remove elemtype suffixes from .bin and .jpg files * Update images.md * some build_from_png cleanup, more error handling, comments * Handle skybox textures Introduce "sub-format" suffix for pngs, with sub-formats split_lo and split_hi being used for skybox textures * fixup for older python * improve collision output some * fully use SURFACETYPE[01] macros in writing extracted surface types * use WATERBOX_PROPERTIES in extracted waterboxes * some SceneCommandsResource cleanup * format EnvLightSettingsList output |
||
---|---|---|
assets | ||
baseroms | ||
data | ||
docs | ||
include | ||
linker_scripts | ||
spec | ||
src | ||
tools | ||
.clang-format | ||
.clang-tidy | ||
.dockerignore | ||
.gitattributes | ||
.gitignore | ||
diff.py | ||
diff_settings.py | ||
docker-compose.yml | ||
Dockerfile | ||
Doxyfile | ||
first_diff.py | ||
fixle.sh | ||
format.py | ||
Jenkinsfile | ||
Makefile | ||
README.md | ||
requirements.txt | ||
retail_progress.py | ||
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. It is not producing a PC port. For more information you can get in touch with the team on our Discord server.
It builds the following versions:
Name | Build timestamp | Description | MD5 hash of input ROM(s) |
---|---|---|---|
ntsc-1.0 | 98-10-21 04:56:31 | NTSC 1.0 (Japan/US) | 9f04c8e68534b870f707c247fa4b50fc 5bd1fe107bf8106b2ab6650abecd54d6 |
ntsc-1.1 | 98-10-26 10:58:45 | NTSC 1.1 (Japan/US) | 1bf5f42b98c3e97948f01155f12e2d88 721fdcc6f5f34be55c43a807f2a16af4 |
pal-1.0 | 98-11-10 14:34:22 | PAL 1.0 (Europe) | e040de91a74b61e3201db0e2323f768a |
ntsc-1.2 | 98-11-12 18:17:03 | NTSC 1.2 (Japan/US) | 2258052847bdd056c8406a9ef6427f13 57a9719ad547c516342e1a15d5c28c3d |
pal-1.1 | 98-11-18 17:36:49 | PAL 1.1 (Europe) | d714580dd74c2c033f5e1b6dc0aeac77 |
gc-jp | 02-10-29 23:49:53 | GameCube Japan | 33fb7852c180b18ea0b9620b630f413f |
gc-jp-mq | 02-10-30 00:15:15 | GameCube Japan Master Quest | 69895c5c78442260f6eafb2506dc482a |
gc-us | 02-12-19 13:28:09 | GameCube US | cd09029edcfb7c097ac01986a0f83d3f |
gc-us-mq | 02-12-19 14:05:42 | GameCube US Master Quest | da35577fe54579f6a266931cc75f512d |
gc-eu-mq-dbg | 03-02-21 00:16:31 | GameCube Europe/PAL Master Quest Debug | 75e344f41c26ec2ec5ad92caa9e25629 8ca71e87de4ce5e9f6ec916202a623e9 f751d1a097764e2337b1ac9ba1e27699 dde376d47187b931820d5b2957cded14 |
gc-eu | 03-02-21 20:12:23 | GameCube Europe/PAL | 2c27b4e000e85fd78dbca551f1b1c965 |
gc-eu-mq | 03-02-21 20:37:19 | GameCube Europe/PAL Master Quest | 1618403427e4344a57833043db5ce3c3 |
gc-jp-ce | 03-10-08 21:53:00 | GameCube Japan (Collector's Edition Disc) | 0c13e0449a28ea5b925cdb8af8d29768 |
ique-cn | 03-10-22 16:23:19 | iQue Player (Simplified Chinese) | 0ab48b2d44a74b3bb2d384f6170c2742 |
The default version is gc-eu-mq-dbg
, i.e. the GameCube Europe/PAL Master Quest Debug ROM.
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://zelda.deco.mp
Discord: https://discord.zelda.deco.mp
Installation
We recommend using WSL on Windows, or native Linux, which the rest of this readme describes. We currently have instructions for
(These will also depend on the Linux instructions.) Some of these may also be out of date or unmaintained; usually our contributors use WSL, Linux, and macOS, so these instructions should be up to date.
Windows
For Windows 10 or 11, install WSL and a distribution by following this WSL Installation Guide. We recommend using Ubuntu 20.04 as the Linux distribution.
For older versions of Windows, install a Linux VM or refer to Docker 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
- curl
- python3
- python3-pip
- python3-venv
- libpng-dev
- libxml2-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 curl python3 python3-pip python3-venv libpng-dev libxml2-dev
If you are using GCC as the compiler for Ocarina of Time, you will also need:
- gcc-mips-linux-gnu
2. Clone the repository
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.
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
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:
cd oot
3. Prepare a base ROM
Place a copy of the Master Quest (Debug) ROM inside the baseroms/gc-eu-mq-dbg/
folder.
If you are under WSL, you can run the command explorer.exe .
to open the current directory in the Windows file explorer.
Rename the file to baserom.z64
, baserom.n64
or baserom.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 downloads some dependencies (from pip), and compiles tools for the build process.
Then it generates a new ROM baseroms/gc-eu-mq-dbg/baserom-decompressed.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 should be built at build/gc-eu-mq-dbg/oot-gc-eu-mq-dbg.z64
, and the following text printed:
build/gc-eu-mq-dbg/oot-gc-eu-mq-dbg.z64: OK
If you instead see the following:
build/gc-eu-mq-dbg/oot-gc-eu-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
).
Changing build options
The project Makefile is fairly configurable and can be used to build other versions of the game or prepare the repo for modding. See the options outlined at the top of the Makefile for more information.
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.