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Decompilation of The Legend of Zelda: Ocarina of Time
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Anghelo Carvajal 833dc2928d
ovl_En_Jsjutan with 1 non_matching (#713)
* Init

Signed-off-by: angie <angheloalf95@gmail.com>

* destroy and non_matching update

Signed-off-by: angie <angheloalf95@gmail.com>

* declare externs to data

Signed-off-by: angie <angheloalf95@gmail.com>

* nonmatching draw

Signed-off-by: angie <angheloalf95@gmail.com>

* everything is a disaster

Signed-off-by: angie <angheloalf95@gmail.com>

* import bss

Signed-off-by: angie <angheloalf95@gmail.com>

* first step to extract data

Signed-off-by: angie <angheloalf95@gmail.com>

* import data

Signed-off-by: angie <angheloalf95@gmail.com>

* func_80A89860

Signed-off-by: angie <angheloalf95@gmail.com>

* draw

Signed-off-by: angie <angheloalf95@gmail.com>

* func_80A89A6C is crap

Signed-off-by: angie <angheloalf95@gmail.com>

* EnJsjutan_Update

Signed-off-by: angie <angheloalf95@gmail.com>

* change some hexs into decs

Signed-off-by: angie <angheloalf95@gmail.com>

* convert hexs of D_80A8AA98 into decimals and run format.sh

Signed-off-by: angie <angheloalf95@gmail.com>

* move data to its own file

Signed-off-by: angie <angheloalf95@gmail.com>

* this function is nightmare

Signed-off-by: angie <angheloalf95@gmail.com>

* i'm really trying

Signed-off-by: angie <angheloalf95@gmail.com>

* i think i am finally doing it

Signed-off-by: angie <angheloalf95@gmail.com>

* move the temps to where they are used

Signed-off-by: angie <angheloalf95@gmail.com>

* rename distance

Signed-off-by: Angie <angheloalf95@gmail.com>

* rename a few variables

Signed-off-by: Angie <angheloalf95@gmail.com>

* unclamp stuff :s

Signed-off-by: Angie <angheloalf95@gmail.com>

* i tried to see if i'm going better that older way

Signed-off-by: Angie <angheloalf95@gmail.com>

* moving stuff around

Signed-off-by: Angie <angheloalf95@gmail.com>

* this is the third try

Signed-off-by: angie <angheloalf95@gmail.com>

* changing bit by bit

Signed-off-by: angie <angheloalf95@gmail.com>

* step by step

Signed-off-by: angie <angheloalf95@gmail.com>

* more stuff

Signed-off-by: angie <angheloalf95@gmail.com>

* slow

Signed-off-by: angie <angheloalf95@gmail.com>

* a few small changes

Signed-off-by: angie <angheloalf95@gmail.com>

* go back to second try

Signed-off-by: Angie <angheloalf95@gmail.com>

* changing a s8 to u8 made a bigger difference than expected

Signed-off-by: Angie <angheloalf95@gmail.com>

* i am slowly doing it

Signed-off-by: Angie <angheloalf95@gmail.com>

* some problems are so dumb

Signed-off-by: Angie <angheloalf95@gmail.com>

* it is improving slowly again

Signed-off-by: Angie <angheloalf95@gmail.com>

* erase the old tries

Signed-off-by: Angie <angheloalf95@gmail.com>

* remove four variables

Signed-off-by: Angie <angheloalf95@gmail.com>

* fix the missing instructions at the end

Signed-off-by: angie <angheloalf95@gmail.com>

* theres only regalloc problems left

Signed-off-by: angie <angheloalf95@gmail.com>

* fix stack

Signed-off-by: angie <angheloalf95@gmail.com>

* add ifdef non_matching

Signed-off-by: Angie <angheloalf95@gmail.com>

* i'm getting desesperate

Signed-off-by: Angie <angheloalf95@gmail.com>

* Remove unnecessary casts

Signed-off-by: Angie <angheloalf95@gmail.com>

* random stuff that improves codegen

Signed-off-by: angie <angheloalf95@gmail.com>

* dumb is dumb

Signed-off-by: angie <angheloalf95@gmail.com>

* erase stuff

Signed-off-by: angie <angheloalf95@gmail.com>

* add some comments

Signed-off-by: Angie <angheloalf95@gmail.com>

* use bomb_explosion param and add some comments

Signed-off-by: angie <angheloalf95@gmail.com>

* add a few comments in about stuff

Signed-off-by: Angie <angheloalf95@gmail.com>

* extract carpet's texture instead of hardcode it

Signed-off-by: Angie <angheloalf95@gmail.com>

* set segment 128 in the xml

Signed-off-by: Angie <angheloalf95@gmail.com>

* Add baseaddress, which fixes dlist in xml

Signed-off-by: Angie <angheloalf95@gmail.com>

* fix the second dlist

Signed-off-by: Angie <angheloalf95@gmail.com>

* compiler complain that the symbol doesn't exists

Signed-off-by: angie <angheloalf95@gmail.com>

* last cleanup

Signed-off-by: angie <angheloalf95@gmail.com>

* format and delete unused asm

Signed-off-by: angie <angheloalf95@gmail.com>

* Cleanup and add a few comments

Signed-off-by: Angie <angheloalf95@gmail.com>

* add non matching to spec

Signed-off-by: angie <angheloalf95@gmail.com>

* update xml and add a note to future people

Signed-off-by: angie <angheloalf95@gmail.com>

* Finally remove z_en_jsjutan_data.c

Signed-off-by: angie <angheloalf95@gmail.com>

* Rename extracted variables

Signed-off-by: angie <angheloalf95@gmail.com>

* Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.h

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2021-03-27 22:47:25 -04:00
asm ovl_En_Jsjutan with 1 non_matching (#713) 2021-03-27 22:47:25 -04:00
assets ovl_En_Jsjutan with 1 non_matching (#713) 2021-03-27 22:47:25 -04:00
data ovl_En_Jsjutan with 1 non_matching (#713) 2021-03-27 22:47:25 -04:00
docs Update asm_processor and use static variables in En_Torch2 (#740) 2021-03-27 16:26:59 -04:00
include Finished decomp of code_800F7260 (1 non-matching) (#733) 2021-03-27 21:01:50 +01:00
src ovl_En_Jsjutan with 1 non_matching (#713) 2021-03-27 22:47:25 -04:00
tools Update asm_processor and use static variables in En_Torch2 (#740) 2021-03-27 16:26:59 -04:00
.clang-format Setup formatting with clang-format and clang-tidy 2020-03-22 20:18:10 +01:00
.clang-tidy Setup formatting with clang-format and clang-tidy 2020-03-22 20:18:10 +01:00
.gitattributes First proper commit. 2020-03-17 00:31:30 -04:00
.gitignore Updated Texture Asset Handling (#478) 2020-12-26 06:39:52 -05:00
checksum.md5 Added 'extract' target to makefile 2020-03-27 22:30:19 -04:00
diff.py Update diff script to 9ce8fae (#589) 2021-01-03 15:29:01 -05:00
diff_settings.py Decomp EnMb (#445) 2020-12-03 19:25:36 -05:00
docker-compose.yml Docker Support for OSX (#91) 2020-04-24 20:34:00 -04:00
Dockerfile Decompiled ovl_En_Zl2 (2 nonmatchings) (#223) 2020-07-04 14:34:51 +02:00
Doxyfile Configure Doxygen (#206) 2020-06-28 14:42:16 -04:00
extract_assets.py All* Get Item objects decompiled (#668) 2021-02-12 22:57:06 +01:00
extract_baserom.py Fix extract_baserom with non-forking multiprocessing (#572) 2020-12-28 17:19:48 -05:00
first_diff.py Add COMPARE and NON_MATCHING build options (#275) 2020-07-19 15:42:05 -04:00
fixbaserom.py fixbaserom.py: Add support to v64 format and improve performance (#629) 2021-01-14 15:14:33 -05:00
fixle.sh Setup formatting with clang-format and clang-tidy 2020-03-22 20:18:10 +01:00
format.sh Decomp BgYdanHasi (#263) 2020-07-18 23:06:26 -04:00
Jenkinsfile Jenkins refactor (#732) 2021-03-22 21:17:02 -04:00
Makefile Add distclean rule to makefile (#716) 2021-03-14 12:07:46 -04:00
progress.py Various README updates (#671) 2021-02-11 07:10:05 -05:00
README.md Update Jenkins links in README (#738) 2021-03-26 02:57:07 +09:00
spec ovl_En_Jsjutan with 1 non_matching (#713) 2021-03-27 22:47:25 -04:00
sym_info.py Change Colors To Decimal (#260) 2020-07-16 21:37:53 -04:00
undefined_syms.txt object_zl2, object_zl2_anime1 & object_zl2_anime2 OK (#694) 2021-03-27 22:24:28 -04:00

The Legend of Zelda: Ocarina of Time

Build Status Decompilation Progress Contributors Discord Channel

- 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

You can install them with the following commands:

brew update
brew install coreutils make python3 md5sha1sum

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 3 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

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

2. Download and set up qemu-irix (optional)

Note: We are currently testing a recompiled version of the compiler that does not require qemu-irix. This step is optional and allows you to build with qemu-irix and the original compiler by adding ORIG_COMPILER=1 to the make command in step 6, for example if you experience issues with the recompiled version.

Download qemu-irix from the Releases section in the repository. Place it at a location of your choosing.

Open up your .bashrc file (~/.bashrc), scroll to the bottom, and add the following, replacing the paths as necessary:

export QEMU_IRIX="path/to/your/qemu-irix"

Save and close/reopen your terminal window.

3. 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

4. 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.

5. 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.

6. 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.

Cygwin

If you want to use Cygwin, you will need to:

Once mips-linux-binutils is installed you will need to install the following packages using Cygwin's installer:

  • libiconv
  • dos2unix
  • python3

Then you can continue from step 3 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 3 and 4 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 5 and 6 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.