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Revision as of 10:21, 20 October 2021
Super Mario 64 | |
---|---|
File:SuperMario643DS.jpg | |
General | |
Author | sm64-port |
Type | Platform |
Version | unknown |
License | Mixed |
Last Updated | 2020/08/04 |
Links | |
Download | |
Website | |
Source | |
Super Mario 64 3DS Port
This repo contains a full decompilation of Super Mario 64 (J), (U), and (E), ported to the 3DS. This repo does not include all assets necessary for compiling the port. 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
sudo 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
sudo docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=${VERSION:-us} -j4
# if your host system is linux you need to tell docker what user should own the output files
sudo docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$UID sm64 make VERSION=${VERSION:-us} -j4
Resulting artifacts can be found in the build
directory.
Linux
0. Cloning repo
Run git clone https://github.com/sm64-port/sm64_3ds.git
.
1. Copy baserom(s) for asset extraction
For each version (jp/us/eu) that you want to build a ROM for, put an existing ROM at ./baserom.<version>.z64
for asset extraction.
2. Install build dependencies
The build system has the following package requirements:
python3 >= 3.6 libaudiofile devkitPro ├──devkitARM ├──devkitarm-crtls ├──devkitarm-rules ├──3dstools ├──citro3d ├──libctru └──picasso
Debian / Ubuntu
sudo apt install build-essential pkg-config git python3 zlib1g-dev libaudiofile-dev
Arch Linux
sudo pacman -S base-devel python audiofile
Now follow https://devkitpro.org/wiki/devkitPro_pacman to install devkitPro. Run sudo (dkp-)pacman -S 3ds-dev
after completing the Updating Databases
section. Set the environment variables:
export DEVKITARM=/opt/devkitpro/devkitARM export DEVKITPRO=/opt/devkitpro export DEVKITPPC=/opt/devkitpro/devkitPPC PATH=$PATH:/opt/devkitpro/tools/bin/
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 -j4 # build (U) version with 4 jobs make VERSION=jp -j4 # build (J) version instead with 4 jobs
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.
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.