3b0e095ee6
* Initial commit * Go through the rest of the code * Fix length of EnAnubice.flameCircles The length used to be 4, but in a for loop 5 elements were used. There was unused unknown space right after the array and that is now part of flameCircles. * Fix offset comment in EnAnubice header * Fix length of BossGanon2.unk_234 The length used to be 16, but only 15 elements seem to be used. The for loops only went to 14, and the indicse gotten from a lookup table are also never higher than 14. * Revert some ARRAY_COUNTs back to literals In these cases, using ARRAY_COUNT can make the code more confusing to read, since the lengths of these arrays are already assumed in other places in the code or the index is used in multiple arrays. * Initial commit * Rename stateTimer to actionTimer This name is more consistent with actionFunc. * Name (Setup)Crawl and (Setup)CrawlToSpawn functions * Rename (Setup)Sink to (Setup)Dig and add (Setup)Sink and (Setup)Drown * Add IS_DROPPED macro This is way shorter than checking type == ... || type = ... every time. * Rename INSECT_FLAG_6 to INSECT_FLAG_LANDED * Name INSECT_FLAG_0 and the two remaining functions * Rename INSECT_FLAG_1 to INSECT_FLAG_ON_GROUND * Replace 'bug' with 'insect' in comment * Revert changes made in array-count branch * Update INSECT_DROPPED name in z_player.c Seems I forgot to rebuild before committing. * Use bug instead of insect in comments * Apply suggested changes * Fix faulty merge * Run formatter * Improve `sInitInsectFlags` formatting * Revert `INSECT_FLAG_ON_GROUND` to `INSECT_FLAG_1`, purpose unclear (to me at least) * Revert `INSECT_FLAG_TEMP_AND_ALIVE` to `INSECT_FLAG_0`, purpose unclear (to me at least) * `INSECT_FLAG_TEMP` -> `INSECT_FLAG_IS_SHORT_LIVED` * `Sink` -> `WalkOnWater` * `INSECT_FLAG_LANDED` -> `INSECT_FLAG_DROPPED_HAS_LANDED` * `EnInsect_FoundNearbySoil` -> `EnInsect_TryFindNearbySoil` and cleanup the function * Run formatter * Cleanup `actionTimer` * Some cleanup * Add `_TYPE_` in `EnInsectType` enum names * `crawlSoundTimer` -> `crawlSoundDelay` * Remove `IS_DROPPED` macro Co-authored-by: Milo van der Tier <milo@vdtier.nl> |
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asm | ||
assets | ||
data | ||
docs | ||
include | ||
src | ||
tools | ||
.clang-format | ||
.clang-tidy | ||
.gitattributes | ||
.gitignore | ||
checksum.md5 | ||
diff.py | ||
diff_settings.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. It is not producing a PC port. For more information you can get in touch with the team on our Discord server.
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
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 either Cygwin or 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
- 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
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
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
).
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.