Dartz150 / sm64_3ds

3DS fork of sm64-port

Home Page:https://discord.gg/7bcNTPK

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Super Mario 64

This repo contains a full decompilation of Super Mario 64 (J), (U), and (E). The source and data have been decompiled but complete naming and documentation all of the code and data is still a work in progress. Decompiling the Shindou ROM is also an ongoing effort.

It builds the following ROMs:

  • sm64.jp.z64 sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51
  • sm64.us.z64 sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce
  • sm64.eu.z64 sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9

This repo does not include all assets necessary for compiling the ROMs. A prior copy of the game is required to extract the required assets.

Installation

Docker

1. Copy baserom(s) for asset extraction

For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at ./baserom.<version>.z64 for asset extraction.

2. Create docker image

docker build -t sm64 .

3. Build

To build we simply have to mount our local filesystem into the docker container and build.

# for example if you have baserom.us.z64 in the project root
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4

# if your host system is linux you need to tell docker what user should own the output files
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$UID sm64 make VERSION=us -j4

Resulting artifacts can be found in the build directory.

Linux

1. Copy baserom(s) for asset extraction

For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at ./baserom.<version>.z64 for asset extraction.

2. Install build dependencies

The build system has the following package requirements:

  • binutils-mips >= 2.27
  • python3 >= 3.6
  • libaudiofile
  • qemu-irix

Debian / Ubuntu

sudo apt install build-essential pkg-config git binutils-mips-linux-gnu python3 zlib1g-dev libaudiofile-dev

Download latest package from qemu-irix Releases

sudo dpkg -i qemu-irix-2.11.0-2169-g32ab296eef_amd64.deb

(Optional) Clone https://github.com/n64decomp/qemu-irix and follow the install instructions in the README.

Arch Linux

sudo pacman -S base-devel python audiofile

Install the following AUR packages:

Binutils and Other Linux Distributions

Most modern Linux distributions should have equivalent packages to the other two listed above. You may have to use a different version of GNU binutils. Listed below are fully compatible binutils distributions with support in the makefile, and examples of distros that offer them:

  • mips64-elf- (Arch AUR)
  • mips-linux-gnu- (Ubuntu and other Debian-based distros)
  • mips64-linux-gnu- (RHEL/CentOS/Fedora)

3. Build ROM

Run make to build the ROM (defaults to VERSION=us). Make sure your path to the repo is not too long or else this process will error, as the emulated IDO compiler cannot handle paths longer than 255 characters. Examples:

make VERSION=jp -j4       # build (J) version instead with 4 jobs
make VERSION=eu COMPARE=0 # build (EU) version but do not compare ROM hashes

The full list of configurable variables are listed below, with the default being the first listed:

  • VERSION: us, jp, eu, sh (WIP)
  • GRUCODE: f3d_old, f3d_new, f3dex, f3dex2, f3dzex
  • COMPARE: 1 (compare ROM hash), 0 (do not compare ROM hash)
  • NON_MATCHING: Use functionally equivalent C implementations for non-matchings. Also will avoid instances of undefined behavior.
  • CROSS: Cross-compiler tool prefix (Example: mips64-elf-).
  • QEMU_IRIX: Path to a qemu-irix binary.

Windows

For Windows, install WSL and a distro of your choice following Windows Subsystem for Linux Installation Guide for Windows 10 We recommend either Debian or Ubuntu 18.04 Linux distributions under WSL.

Then follow the directions in the Linux installation section above.

macOS

macOS is currently unsupported as qemu-irix is unable to be built for macOS host. The recommended path is installing a Linux distribution under a VM.

Project Structure

sm64
├── actors: object behaviors, geo layout, and display lists
├── asm: handwritten assembly code, rom header
│   └── non_matchings: asm for non-matching sections
├── assets: animation and demo data
│   ├── anims: animation data
│   └── demos: demo data
├── bin: asm files for ordering display lists and textures
├── build: output directory
├── data: behavior scripts, misc. data
├── doxygen: documentation infrastructure
├── enhancements: example source modifications
├── include: header files
├── levels: level scripts, geo layout, and display lists
├── lib: SDK library code
├── sound: sequences, sound samples, and sound banks
├── src: C source code for game
│   ├── audio: audio code
│   ├── buffers: stacks, heaps, and task buffers
│   ├── engine: script processing engines and utils
│   ├── game: behaviors and rest of game source
│   ├── goddard: Mario intro screen
│   └── menu: title screen and file, act, and debug level selection menus
├── text: dialog, level names, act names
├── textures: skybox and generic texture data
└── tools: build tools

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

Run clang-format on your code to ensure it meets the project's coding standards.

Official Discord: https://discord.gg/27JtCWs

About

3DS fork of sm64-port

https://discord.gg/7bcNTPK


Languages

Language:C 93.8%Language:C++ 3.9%Language:Assembly 1.5%Language:Python 0.5%Language:Objective-C 0.2%Language:Makefile 0.1%Language:JavaScript 0.0%Language:Shell 0.0%Language:Dockerfile 0.0%