Skip to content
/ sm64 Public
forked from n64decomp/sm64

A Super Mario 64 decompilation, brought to you by a bunch of clever folks.

Notifications You must be signed in to change notification settings

ghbbeep/sm64

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

26 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Super Mario 64

  • This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
  • Naming and documentation of the source code and data structures are in progress.

It builds the following ROMs:

  • sm64.jp.z64 sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51
  • sm64.us.z64 sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce
  • sm64.eu.z64 sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9
  • sm64.sh.z64 sha1: 3f319ae697533a255a1003d09202379d78d5a2e0

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

Quick Start (for Ubuntu)

  1. Install prerequisites: sudo apt install -y build-essential git binutils-mips-linux-gnu python3
  2. Clone the repo from within Linux: git clone https://github.com/n64decomp/sm64.git
  3. Place a Super Mario 64 ROM called baserom.<VERSION>.z64 into the project folder for asset extraction, where VERSION can be us, jp, or eu.
  4. Run make to build. Qualify the version through make VERSION=<VERSION>. Add -j4 to improve build speed (hardware dependent).

Ensure the repo path length does not exceed 255 characters. Long path names result in build errors.

Installation

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. Note: WSL1 does not currently support Ubuntu 20.04.

Next, clone the SM64 repo from within the Linux shell: git clone https://github.com/n64decomp/sm64.git

Then continue following the directions in the Linux installation section below.

Linux

There are 3 steps to set up a working build.

Step 1: Install dependencies

The build system has the following package requirements:

  • binutils-mips
  • capstone
  • pkgconf
  • python3 >= 3.6

Dependency installation instructions for common Linux distros are provided below:

Debian / Ubuntu

To install build dependencies:

sudo apt install -y binutils-mips-linux-gnu build-essential git libcapstone-dev pkgconf python3
Arch Linux

To install build dependencies:

sudo pacman -S base-devel capstone python

Install the following AUR packages:

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)

You may also use Docker to handle installing an image with minimal dependencies.

Step 2: Copy baserom(s) for asset extraction

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

Step 3: Build the ROM

Run make to build the ROM (defaults to VERSION=us). Other 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

Resulting artifacts can be found in the build directory.

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 (Currently there aren't any non-matchings, but this will apply to Shindou and iQue). Also will avoid instances of undefined behavior.
  • CROSS: Cross-compiler tool prefix (Example: mips64-elf-).

macOS

With macOS, you may either use Homebrew or Docker.

Homebrew

Step 1: Install dependencies

Install Homebrew and the following dependencies:

brew update
brew install capstone coreutils gcc make pkg-config tehzz/n64-dev/mips64-elf-binutils

Step 2: Copy baserom(s) for asset extraction

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

Step 3: Build the ROM

Use Homebrew's GNU make because the version included with macOS is too old.

gmake VERSION=jp -j4       # build (J) version instead with 4 jobs

Docker Installation

Create Docker image

After installing and starting Docker, create the docker image. This only needs to be done once.

docker build -t sm64 .

Build

To build, mount the local filesystem into the Docker container and build the ROM with docker run sm64 make.

macOS example for (U):
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4
Linux example for (U):

For a Linux host, Docker needs to be instructed which user should own the output files:

docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$GID sm64 make VERSION=us -j4

Resulting artifacts can be found in the build directory.

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: C 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
├── rsp: audio and Fast3D RSP assembly 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: discord.gg/DuYH3Fh

About

A Super Mario 64 decompilation, brought to you by a bunch of clever folks.

Resources

Stars

Watchers

Forks

Packages

No packages published

Languages

  • C 94.2%
  • C++ 3.9%
  • Assembly 1.0%
  • Python 0.7%
  • Makefile 0.1%
  • Objective-C 0.1%