mirror of
https://github.com/zeldaret/oot.git
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178 lines
8.5 KiB
Markdown
178 lines
8.5 KiB
Markdown
# The Legend of Zelda: Ocarina of Time
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[![Build Status][jenkins-badge]][jenkins] [![Decompilation Progress][progress-badge]][progress] [![Contributors][contributors-badge]][contributors] [![Discord Channel][discord-badge]][discord]
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[jenkins]: https://jenkins.deco.mp/job/OOT/job/main
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[jenkins-badge]: https://img.shields.io/jenkins/build?jobUrl=https%3A%2F%2Fjenkins.deco.mp%2Fjob%2FOOT%2Fjob%2Fmain
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[progress]: https://zelda.deco.mp/games/oot
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[progress-badge]: https://img.shields.io/endpoint?url=https://zelda.deco.mp/assets/csv/progress-oot-shield.json
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[contributors]: https://github.com/zeldaret/oot/graphs/contributors
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[contributors-badge]: https://img.shields.io/github/contributors/zeldaret/oot
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[discord]: https://discord.zelda.deco.mp
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[discord-badge]: https://img.shields.io/discord/688807550715560050?color=%237289DA&logo=discord&logoColor=%23FFFFFF
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```diff
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- WARNING! -
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This repository is a work in progress, and while it can be used to make certain changes, it's still
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constantly evolving. If you use it for modding purposes in its current state, please be aware that
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the codebase can drastically change at any time. Also note that some parts of the ROM may not be
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'shiftable' yet, so modifying them could be difficult at this point.
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```
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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][discord].
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It builds the following versions:
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| Name | Build timestamp | Description | MD5 hash of input ROM(s) |
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|--------------|-------------------|-------------------------------------------|--------------------------|
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| ntsc-1.0 | 98-10-21 04:56:31 | NTSC 1.0 (Japan/US) | `9f04c8e68534b870f707c247fa4b50fc`<br>`5bd1fe107bf8106b2ab6650abecd54d6` |
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| ntsc-1.1 | 98-10-26 10:58:45 | NTSC 1.1 (Japan/US) | `1bf5f42b98c3e97948f01155f12e2d88`<br>`721fdcc6f5f34be55c43a807f2a16af4` |
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| pal-1.0 | 98-11-10 14:34:22 | PAL 1.0 (Europe) | `e040de91a74b61e3201db0e2323f768a` |
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| ntsc-1.2 | 98-11-12 18:17:03 | NTSC 1.2 (Japan/US) | `2258052847bdd056c8406a9ef6427f13`<br>`57a9719ad547c516342e1a15d5c28c3d` |
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| pal-1.1 | 98-11-18 17:36:49 | PAL 1.1 (Europe) | `d714580dd74c2c033f5e1b6dc0aeac77` |
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| gc-jp | 02-10-29 23:49:53 | GameCube Japan | `33fb7852c180b18ea0b9620b630f413f` |
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| gc-jp-mq | 02-10-30 00:15:15 | GameCube Japan Master Quest | `69895c5c78442260f6eafb2506dc482a` |
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| gc-us | 02-12-19 13:28:09 | GameCube US | `cd09029edcfb7c097ac01986a0f83d3f` |
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| gc-us-mq | 02-12-19 14:05:42 | GameCube US Master Quest | `da35577fe54579f6a266931cc75f512d` |
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| gc-eu-mq-dbg | 03-02-21 00:16:31 | GameCube Europe/PAL Master Quest Debug | `75e344f41c26ec2ec5ad92caa9e25629`<br>`8ca71e87de4ce5e9f6ec916202a623e9`<br>`f751d1a097764e2337b1ac9ba1e27699`<br>`dde376d47187b931820d5b2957cded14` |
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| gc-eu | 03-02-21 20:12:23 | GameCube Europe/PAL | `2c27b4e000e85fd78dbca551f1b1c965` |
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| gc-eu-mq | 03-02-21 20:37:19 | GameCube Europe/PAL Master Quest | `1618403427e4344a57833043db5ce3c3` |
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| gc-jp-ce | 03-10-08 21:53:00 | GameCube Japan (Collector's Edition Disc) | `0c13e0449a28ea5b925cdb8af8d29768` |
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The default version is `gc-eu-mq-dbg`, i.e. the GameCube Europe/PAL Master Quest Debug ROM.
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**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.**
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**Website:** <https://zelda.deco.mp>
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**Discord:** <https://discord.zelda.deco.mp>
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## Installation
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We recommend using WSL on Windows, or native Linux, which the rest of this readme describes. We currently have instructions for
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* [Windows](#Windows), with and without WSL
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* [macOS](docs/BUILDING_MACOS.md)
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* [Linux](#Linux-Native-or-under-WSL--VM), natively or using WSL / VM
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* [Docker](docs/BUILDING_DOCKER.md)
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(These will also depend on the Linux instructions.)
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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.
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### Windows
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For Windows 10 or 11, install WSL and a distribution by following this
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[WSL Installation Guide](https://docs.microsoft.com/en-us/windows/wsl/install).
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We recommend using Ubuntu 20.04 as the Linux distribution.
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For older versions of Windows, install a Linux VM or refer to [Docker](docs/BUILDING_DOCKER.md) instructions.
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### Linux (Native or under WSL / VM)
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#### 1. Install build dependencies
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The build process has the following package requirements:
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* git
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* build-essential
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* binutils-mips-linux-gnu
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* python3
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* python3-pip
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* python3-venv
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* libpng-dev
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* libxml2-dev
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Under Debian / Ubuntu (which we recommend using), you can install them with the following commands:
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```bash
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sudo apt-get update
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sudo apt-get install git build-essential binutils-mips-linux-gnu python3 python3-pip python3-venv libpng-dev libxml2-dev
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```
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If you are using GCC as the compiler for Ocarina of Time, you will also need:
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* gcc-mips-linux-gnu
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#### 2. Clone the repository
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**N.B.** If using WSL, we strongly encourage you to clone into WSL's Linux filesystem using Linux's `git`.
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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.
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Clone `https://github.com/zeldaret/oot.git` where you wish to have the project, with a command such as:
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```bash
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git clone https://github.com/zeldaret/oot.git
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```
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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:
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```bash
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cd oot
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```
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#### 3. Prepare a base ROM
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Place a copy of the Master Quest (Debug) ROM inside the `baseroms/gc-eu-mq-dbg/` folder.
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If you are under WSL, you can run the command `explorer.exe .` to open the current directory in the Windows file explorer.
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Rename the file to `baserom.z64`, `baserom.n64` or `baserom.v64`, depending on the original extension.
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#### 4. Setup the ROM and build process
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Setup and extract everything from your ROM with the following command:
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```bash
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make setup
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```
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This downloads some dependencies (from pip), and compiles tools for the build process.
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Then it generates a new ROM `baseroms/gc-eu-mq-dbg/baserom-decompressed.z64` that will have the overdump removed and the header patched.
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It will also extract the individual assets from the ROM.
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#### 5. Build the ROM
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Run make to build the ROM.
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Make sure your path to the project is not too long, otherwise this process may error.
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```bash
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make
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```
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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:
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```bash
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build/gc-eu-mq-dbg/oot-gc-eu-mq-dbg.z64: OK
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```
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If you instead see the following:
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```bash
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build/gc-eu-mq-dbg/oot-gc-eu-mq-dbg.z64: FAILED
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md5sum: WARNING: 1 computed checksum did NOT match
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```
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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.
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**NOTE:** to speed up the build, you can either:
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* 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.
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* 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.
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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`).
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## Changing build options
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The project Makefile is fairly configurable and can be used to build other versions of the game or prepare the repo for modding.
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See the options outlined at the top of the Makefile for more information.
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## Contributing
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All contributions are welcome. This is a group effort, and even small contributions can make a difference.
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Some tasks also don't require much knowledge to get started.
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Most discussions happen on our [Discord Server][discord], 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.
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