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docs(README.md): readability improvements
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vladdoster authored Dec 23, 2024
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Expand Up @@ -14,7 +14,7 @@ Due to various complexities with regard to the compiler, these binaries are not

## Building

This project uses the [CMake](https://cmake.org/) build system, which allows for a high degree of versatility regarding compilers and development environments. For the most accurate results, it is recommended to use Microsoft Visual C++ 4.20 (the same compiler used to build the original game). Since we're trying to match the output of this code to the original executables as closely as possible, all contributions will be graded with the output of this compiler.
This project uses the [CMake](https://cmake.org/) build system, which allows for a high degree of versatility regarding compilers and development environments. For the most accurate results, Microsoft Visual C++ 4.20 (the same compiler used to build the original game) is recommended. Since we're trying to match the output of this code to the original executables as closely as possible, all contributions will be graded with the output of this compiler.


These instructions will outline how to compile this repository using Visual C++ 4.2 into highly-accurate binaries where the majority of functions are instruction-matching with retail. If you wish, you can try using other compilers, but this is at your own risk and won't be covered in this guide.
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- `RelWithDebInfo` is recommended because it will produce debug symbols useful for further decompilation work. However, you can change this to `Release` if you don't need them. `Debug` builds are not recommended because they are unlikely to be compatible with the retail `LEGO1.DLL`, which is currently the only way to use this decompilation for gameplay.
- `NMake Makefiles` is most recommended because it will be immediately compatible with Visual C++ 4.2. For faster builds, you can use `Ninja` (if you have it installed), however due to limitations in Visual C++ 4.2, you can only build `Release` builds this way (debug symbols cannot be generated with `Ninja`).
1. Build the project by running `nmake` or `cmake --build <build-folder>`
1. When this is done, there should a recompiled `ISLE.EXE` and `LEGO1.DLL` in the build folder.
1. When this is done, there should be a recompiled `ISLE.EXE` and `LEGO1.DLL` in the build folder.
1. Note that `nmake` must be run twice under certain conditions, so it is advisable to always (re-)compile using `nmake && nmake`.

If you have a CMake-compatible IDE, it should be pretty straightforward to use this repository, as long as you can use `VCVARS32.BAT` and set the generator to `NMake Makefiles`.
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Right click on `LEGO1.DLL`, select `Properties`, and switch to the `Details` tab. Under `Version` you should either see `1.0.0.0` (1.0) or `1.1.0.0` (1.1). Additionally, you can look at the game disc files; 1.0's files will all say August 8, 1997, and 1.1's files will all say September 8, 1997. Version 1.1 is by far the most common, especially if you're not using the English or Japanese versions, so that's most likely the version you have.

Please note that some localized versions of LEGO Island were recompiled with small changes despite maintaining a version number parallel with other versions; this decompilation is specifically targeting the English release of version 1.1 of LEGO Island. You can verify you have the correct version using the checksums below:
Please note that some localized versions of LEGO Island were recompiled with small changes despite maintaining a version number parallel with other versions; this decompilation specifically targets the English release of version 1.1 of LEGO Island. You can verify you have the correct version using the checksums below:

* ISLE.EXE `md5: f6da12249e03eed1c74810cd23beb9f5`
* LEGO1.DLL `md5: 4e2f6d969ea2ef8655ba3fc221a0c8fe`
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