Skip to content

sm64-port/sm64_3ds

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

9 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

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.