# Super Mario 64 Port - This repo contains a full decompilation of Super Mario 64 (J), (U), and (E) with minor exceptions in the audio subsystem. - Naming and documentation of the source code and data structures are in progress. - Efforts to decompile the Shindou ROM steadily advance toward a matching build. - Beyond Nintendo 64, it can also target Linux and Windows natively. This repo does not include all assets necessary for compiling the game. A prior copy of the game is required to extract the assets. ## Building native executables ### Linux 1. Install prerequisites (Ubuntu): `sudo apt install -y git build-essential pkg-config libusb-1.0-0-dev libsdl2-dev`. 2. Clone the repo: `git clone https://github.com/sm64-port/sm64-port.git`. 3. Place a Super Mario 64 ROM called `baserom..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=`. Add `-j4` to improve build speed (hardware dependent based on the amount of CPU cores available). 5. The executable binary will be located at `build/_pc/sm64..f3dex2e`. ### Windows 1. Install and update MSYS2, following all the directions listed on https://www.msys2.org/. 2. From the start menu, launch MSYS2 MinGW and install required packages depending on your machine (do **NOT** launch "MSYS2 MSYS"): * 64-bit: Launch "MSYS2 MinGW 64-bit" and install: `pacman -S git make python3 mingw-w64-x86_64-gcc` * 32-bit (will also work on 64-bit machines): Launch "MSYS2 MinGW 32-bit" and install: `pacman -S git make python3 mingw-w64-i686-gcc` * Do **NOT** by mistake install the package called simply `gcc`. 3. The MSYS2 terminal has a _current working directory_ that initially is `C:\msys64\home\` (home directory). At the prompt, you will see the current working directory in yellow. `~` is an alias for the home directory. You can change the current working directory to `My Documents` by entering `cd /c/Users//Documents`. 4. Clone the repo: `git clone https://github.com/sm64-port/sm64-port.git`, which will create a directory `sm64-port` and then **enter** it `cd sm64-port`. 5. Place a *Super Mario 64* ROM called `baserom..z64` into the project folder for asset extraction, where `VERSION` can be `us`, `jp`, or `eu`. 6. Run `make` to build. Qualify the version through `make VERSION=`. Add `-j4` to improve build speed (hardware dependent based on the amount of CPU cores available). 7. The executable binary will be located at `build/_pc/sm64..f3dex2e.exe` inside the project directory. #### Troubleshooting 1. If you get `make: gcc: command not found` although the packages did successfully install, you probably launched the wrong MSYS2. Read the instructions again. The terminal prompt should contain "MINGW32" or "MINGW64" in purple text, and **NOT** "MSYS". 2. If you get `Failed to open baserom.us.z64!` you failed to place the baserom in the project folder. You can write `ls` to list the files in the current working directory. If you are in the `sm64-port` directory, make sure you see it here. 3. If you get `make: *** No targets specified and no makefile found. Stop.`, you are not in the correct directory. Make sure the yellow text in the terminal ends with `sm64-port`. Use `cd ` to enter the correct directory. If you write `ls` you should see all the project files, including `Makefile` if everything is correct. 4. If you get any error, be sure MSYS2 packages are up to date by executing `pacman -Syu` and `pacman -Su`. 5. When you execute `gcc -v`, be sure you see `Target: i686-w64-mingw32` or `Target: x86_64-w64-mingw32`. If you see `Target: x86_64-pc-msys`, you either opened the wrong MSYS start menu entry or installed the incorrect gcc package. ### Debugging The code can be debugged using `gdb`. On Linux install the `gdb` package and execute `gdb `. On MSYS2 install by executing `pacman -S winpty gdb` and execute `winpty gdb `. The `winpty` program makes sure the keyboard works correctly in the terminal. Also consider changing the `-mwindows` compile flag to `-mconsole` to be able to see stdout/stderr as well as be able to press Ctrl+C to interrupt the program. In the Makefile, make sure you compile the sources using `-g` rather than `-O2` to include debugging symbols. See any online tutorial for how to use gdb. ## Quick Start ROM building (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..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 TARGET_N64=1 VERSION=`. Add `-j4` to improve build speed (hardware dependent based on the amount of CPU cores available). Ensure the repo path length does not exceed 255 characters. Long path names result in build errors. ## Installation for ROM building ### Windows Install WSL and a distro of your choice following [Windows Subsystem for Linux Installation Guide for Windows 10.](https://docs.microsoft.com/en-us/windows/wsl/install-win10) 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](#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`` * ``python3 >= 3.6`` * ``qemu-irix`` (When building without GCC) Dependency installation instructions for common Linux distros are provided below: ##### Debian / Ubuntu To install build dependencies: ``` sudo apt install -y build-essential git binutils-mips-linux-gnu python3 ``` Download latest package from [qemu-irix Releases.](https://github.com/n64decomp/qemu-irix/releases) Install this package with: ``` sudo dpkg -i qemu-irix-2.11.0-2169-g32ab296eef_amd64.deb ``` ##### Arch Linux To install build dependencies: ``` sudo pacman -S base-devel python ``` Install the following AUR packages: * [mips64-elf-binutils](https://aur.archlinux.org/packages/mips64-elf-binutils) (AUR) * [qemu-irix-git](https://aur.archlinux.org/packages/qemu-irix-git) (AUR) ##### 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](#docker-installation) 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..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. Also will avoid instances of undefined behavior. * ``CROSS``: Cross-compiler tool prefix (Example: ``mips64-elf-``). * ``QEMU_IRIX``: Path to a ``qemu-irix`` binary. * ``TARGET_N64``: ``0`` If set to one, will build an N64 ROM. An unmodified repository will produce one of the following ROMs depending on what ``VERSION`` is set to: * sm64.jp.z64 `sha1: 8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51` * sm64.us.z64 `sha1: 9bef1128717f958171a4afac3ed78ee2bb4e86ce` * sm64.eu.z64 `sha1: 4ac5721683d0e0b6bbb561b58a71740845dceea9` ### macOS Installing Docker is the recommended avenue for macOS users. This project does not support macOS natively due to lack of macOS host support. ### Docker Installation #### Create Docker image Create the docker image with `docker build -t sm64`. #### Build To build, mount the local filesystem into the Docker container and build the ROM with `docker run`. ##### 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 $UID:$UID 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 │ └── pc: port code, audio and video renderer ├── 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/7bcNTPK