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Decompilation of The Legend of Zelda: Ocarina of Time
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Revo c3533052ca
Add GCC compiler option. (#1056)
* GCC support.

* Add note about gcc-mips-linux-gnu requirement to README.md.

* changes

* changes based on Tharo's suggestion

* Cant reproduce file_choose.h error. Removing unnecessary -I

* changes

* wording based on Fig's suggestion

* add AVOID_UB for eyes/mouth reordering issue.

* remove unneeded flags and deprecate ZAPDFLAGS.

* some changes, waiting on prs for the rest

* fixes

* discard header sections

* change section handling in mkldscript

* avoid_ub in DmaMgr_GetFileNameImpl

* move asm to inline asm (consolidate gcc functions)

* change prefix back

* remove space

* fix warnings

* Revert "remove space"

This reverts commit 94af6977b3.

* Revert "fix warnings"

This reverts commit d729ddf457.

* finish up missing_gcc_functions

* revert unwanted mkldscript change

* temporary workaround. TODO: Stop the asm processor from choking

* fix ido build

* Revert "temporary workaround. TODO: Stop the asm processor from choking"

This reverts commit 9df892b7ac.

* review

* remove unused line in mkldscript

* remove tabs

* clarify zf comment

* review2

* review

* remove duplicate cc_check

* vanilla code always come first

* std_dma avoid ub

* add compiler_gcc to cflags

* only use two blocks when necessary

* clarify zf comment

Co-authored-by: fig02 <fig02srl@gmail.com>
2022-02-19 16:50:56 -05:00
asm boss_ganon (Ganondorf) OK (#1037) 2021-12-02 17:31:39 -05:00
assets Whitespace (#1112) 2022-01-23 18:09:02 -05:00
data Documentation for fault.c and fault_drawer.c (#1106) 2022-02-02 16:43:34 -05:00
docs Whitespace (#1112) 2022-01-23 18:09:02 -05:00
include Add GCC compiler option. (#1056) 2022-02-19 16:50:56 -05:00
src Add GCC compiler option. (#1056) 2022-02-19 16:50:56 -05:00
tools Add GCC compiler option. (#1056) 2022-02-19 16:50:56 -05:00
.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 link_animetion xml, and ExternalFile config (#1011) 2021-11-07 18:13:44 +01:00
checksum.md5 Added 'extract' target to makefile 2020-03-27 22:30:19 -04:00
diff.py Update diff.py (#964) 2021-09-13 13:20:07 -04:00
diff_settings.py Update asm-processor and diff.py (#903) 2021-08-15 18:52:10 -04:00
docker-compose.yml Docker Support for OSX (#91) 2020-04-24 20:34:00 -04:00
Dockerfile Update Dockerfile (#1062) 2021-12-06 13:28:36 -05:00
Doxyfile Whitespace (#1112) 2022-01-23 18:09:02 -05:00
extract_assets.py Whitespace (#1112) 2022-01-23 18:09:02 -05:00
extract_baserom.py Whitespace (#1112) 2022-01-23 18:09:02 -05:00
first_diff.py Whitespace (#1112) 2022-01-23 18:09:02 -05:00
fixbaserom.py Improve fixbaserom.py (#987) 2021-11-01 14:21:05 -04:00
fixle.sh Setup formatting with clang-format and clang-tidy 2020-03-22 20:18:10 +01:00
format.sh Whitespace (#1112) 2022-01-23 18:09:02 -05:00
Jenkinsfile Fix Jenkinsfile 2021-12-19 00:31:22 +09:00
Makefile Add GCC compiler option. (#1056) 2022-02-19 16:50:56 -05:00
progress.py Whitespace (#1112) 2022-01-23 18:09:02 -05:00
README.md Add GCC compiler option. (#1056) 2022-02-19 16:50:56 -05:00
spec Add GCC compiler option. (#1056) 2022-02-19 16:50:56 -05:00
sym_info.py Whitespace (#1112) 2022-01-23 18:09:02 -05:00
undefined_syms.txt Cleanup symbols 7 (#1073) 2022-01-17 18:50:18 -05:00

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. 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

To install the Python dependencies simply run in a terminal:

python3 -m pip install colorama

If you are using GCC as the compiler for Ocarina of Time, you will also need:

  • gcc-mips-linux-gnu

2. 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

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 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).

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.