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87 lines
3.8 KiB
Markdown
87 lines
3.8 KiB
Markdown
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# Building Guide
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> [!NOTE]
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> The need for an elf file from the Majora's Mask decompilation is temporary and will be removed in the future.
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This guide will help you build the project on your local machine. The process will require you to provide two items:
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- A decompressed ROM of the US version of the game.
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- An elf file created from [this commit](https://github.com/zeldaret/mm/tree/23beee0717364de43ca9a82957cc910cf818de90) of the Majora's Mask decompilation.
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These steps cover: acquiring these, running the required processes and finally building the project.
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## 1. Clone the Zelda64Recomp Repository
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This project makes use of submodules so you will need to clone the repository with the `--recurse-submodules` flag.
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```bash
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git clone --recurse-submodules
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# if you forgot to clone with --recurse-submodules
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# cd /path/to/cloned/repo && git submodule update --init --recursive
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```
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## 2. Install Dependencies
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### Linux
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For Linux the instructions for Ubuntu are provided, but you can find the equivalent packages for your preferred distro.
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```bash
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# For Ubuntu, simply run:
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sudo apt-get install cmake ninja libsdl2-dev libgtk-3-dev lld llvm clang-15
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```
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### Windows
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You will need to install [Visual Studio 2022](https://visualstudio.microsoft.com/downloads/).
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In the setup process you'll need to select the following options and tools for installation:
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- Desktop development with C++
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- C++ Clang Compiler for Windows
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- C++ CMake tools for Windows
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The other tool necessary will be `make` which can be installe via [Chocolatey](https://chocolatey.org/):
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```bash
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choco install make
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```
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## 3. Creating the ELF file & decompressed ROM
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You will need to build [this commit](https://github.com/zeldaret/mm/tree/23beee0717364de43ca9a82957cc910cf818de90) of the Majora's Mask decompilation. Follow their build instructions to generate the ELF file and decompressed ROM. However, while building you may get the following build error:
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```bash
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RuntimeError: 'jr' instruction does not have an 'jump label' field
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```
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To fix this you will have to modify the problematic file `tools/disasm/disasm.py` at line 1115. This issue is due to a bug in this specific commit of the decomp project and will be resolved once Zelda64Recomp is updated to a more recent commit. To fix it, replace the line:
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```diff
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- elif insn.isJump():
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+ elif insn.isJumpWithAddress():
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```
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Upon successful build it will generate the two required files. Copy them to the root of the Zelda64Recomp repository:
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- `mm.us.rev1.rom_uncompressed.elf`
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- `mm.us.rev1.rom_uncompressed.z64`
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## 4. Generating the C code
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Now that you have the required files, you must build [N64Recomp](https://github.com/Mr-Wiseguy/N64Recomp) and run it to generate the C code to be compiled. The building instructions can be found [here](https://github.com/Mr-Wiseguy/N64Recomp?tab=readme-ov-file#building). That will build the executables: `N64Recomp` and `RSPRecomp` which you should copy to the root of the Zelda64Recomp repository.
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After that, go back to the repository root, and run the following commands:
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```bash
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./N64Recomp us.rev1.toml
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./RSPRecomp aspMain.us.rev1.toml
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./RSPRecomp njpgdspMain.us.rev1.toml
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```
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## 5. Building the Project
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Finally, you can build the project! :rocket:
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On Windows, you can open the repository folder with Visual Studio, and you'll be able to `[build / run / debug]` the project from there. If you prefer the commandline or you're on a Unix platform you can build the project using CMake:
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```bash
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cmake -S . -B cmake-build -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -G Ninja -DCMAKE_BUILD_TYPE=Release # or Debug if you want to debug
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cmake --build build-cmake --target Zelda64Recompiled -j$(nproc) --config Release # or Debug
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```
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## 6. Success
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Voilà! You should now have a `Zelda64Recompiled` file in the `build-cmake` directory!
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> [!IMPORTANT]
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> In the game itself, you should be using a standard ROM, not the decompressed one.
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