mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
87 lines
3.8 KiB
Markdown
87 lines
3.8 KiB
Markdown
# Building Guide
|
|
|
|
> [!NOTE]
|
|
> The need for an elf file from the Majora's Mask decompilation is temporary and will be removed in the future.
|
|
|
|
This guide will help you build the project on your local machine. The process will require you to provide two items:
|
|
- A decompressed ROM of the US version of the game.
|
|
- An elf file created from [this commit](https://github.com/zeldaret/mm/tree/23beee0717364de43ca9a82957cc910cf818de90) of the Majora's Mask decompilation.
|
|
|
|
These steps cover: acquiring these, running the required processes and finally building the project.
|
|
|
|
## 1. Clone the Zelda64Recomp Repository
|
|
This project makes use of submodules so you will need to clone the repository with the `--recurse-submodules` flag.
|
|
|
|
```bash
|
|
git clone --recurse-submodules
|
|
# if you forgot to clone with --recurse-submodules
|
|
# cd /path/to/cloned/repo && git submodule update --init --recursive
|
|
```
|
|
|
|
## 2. Install Dependencies
|
|
|
|
### Linux
|
|
For Linux the instructions for Ubuntu are provided, but you can find the equivalent packages for your preferred distro.
|
|
|
|
```bash
|
|
# For Ubuntu, simply run:
|
|
sudo apt-get install cmake ninja libsdl2-dev libgtk-3-dev lld llvm clang-15
|
|
```
|
|
|
|
### Windows
|
|
You will need to install [Visual Studio 2022](https://visualstudio.microsoft.com/downloads/).
|
|
In the setup process you'll need to select the following options and tools for installation:
|
|
- Desktop development with C++
|
|
- C++ Clang Compiler for Windows
|
|
- C++ CMake tools for Windows
|
|
|
|
The other tool necessary will be `make` which can be installe via [Chocolatey](https://chocolatey.org/):
|
|
```bash
|
|
choco install make
|
|
```
|
|
|
|
## 3. Creating the ELF file & decompressed ROM
|
|
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:
|
|
```bash
|
|
RuntimeError: 'jr' instruction does not have an 'jump label' field
|
|
```
|
|
|
|
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:
|
|
```diff
|
|
- elif insn.isJump():
|
|
+ elif insn.isJumpWithAddress():
|
|
```
|
|
|
|
Upon successful build it will generate the two required files. Copy them to the root of the Zelda64Recomp repository:
|
|
- `mm.us.rev1.rom_uncompressed.elf`
|
|
- `mm.us.rev1.rom_uncompressed.z64`
|
|
|
|
## 4. Generating the C code
|
|
|
|
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.
|
|
|
|
After that, go back to the repository root, and run the following commands:
|
|
```bash
|
|
./N64Recomp us.rev1.toml
|
|
./RSPRecomp aspMain.us.rev1.toml
|
|
./RSPRecomp njpgdspMain.us.rev1.toml
|
|
```
|
|
|
|
## 5. Building the Project
|
|
|
|
Finally, you can build the project! :rocket:
|
|
|
|
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:
|
|
|
|
```bash
|
|
cmake -S . -B build-cmake -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -G Ninja -DCMAKE_BUILD_TYPE=Release # or Debug if you want to debug
|
|
cmake --build build-cmake --target Zelda64Recompiled -j$(nproc) --config Release # or Debug
|
|
```
|
|
|
|
## 6. Success
|
|
|
|
Voilà! You should now have a `Zelda64Recompiled` file in the `build-cmake` directory!
|
|
|
|
> [!IMPORTANT]
|
|
> In the game itself, you should be using a standard ROM, not the decompressed one.
|