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Perfect Dark port

This repository contains a work-in-progress port of the Perfect Dark decompilation to modern platforms.

To run the port, you must already have a Perfect Dark ROM, specifically one of the following:

  • ntsc-final/US V1.1/US Rev 1 (md5 e03b088b6ac9e0080440efed07c1e40f).
    This is the recommended version to use.
    Called NTSC version 8.7 final on the boot screen.
  • ntsc-1.0/US V1.0 (md5 7f4171b0c8d17815be37913f535e4e93).
    Technically supported, but not recommended.
    Called NTSC version 8.7 final on the boot screen as well.
  • jpn-final (md5 538d2b75945eae069b29c46193e74790).
    Technically supported, but requires a separate custom-built executable.
    Called JPN version 8.9 final on the boot screen.
  • pal-final (md5 d9b5cd305d228424891ce38e71bc9213).
    Technically supported, but requires a separate custom-built executable.
    Called PAL 8.7 final on the boot screen.

Status

The game is in a mostly functional state, with both singleplayer and split-screen multiplayer modes fully working.
There are minor graphics- and gameplay-related issues, and possibly occasional crashes.

The following extra features are implemented:

  • mouselook;
  • dual analog controller support;
  • widescreen resolution support;
  • configurable field of view;
  • 60 FPS support, including fixes for some framerate-related issues;
  • fixes for a couple original bugs and crashes;
  • basic mod support, currently enough to load a few custom levels;
  • slightly expanded memory heap size;
  • experimental high framerate support (up to 240 FPS):
    • set Game.TickRateDivisor to 0 in pd.ini to activate;
    • in practice the game will have issues running faster than ~165 FPS, so use VSync or Video.FramerateLimit to cap it.
  • emulate the Transfer Pak functionality the game has on the Nintendo 64 to unlock some cheats automatically.

Currently both 32-bit and 64-bit platforms should be supported.
The port is tested on i686 and x86_64, both on Windows and on Linux.
ARM platforms might be supported, but are mostly untested.

Download

Latest automatic builds for supported platforms:

If you are looking for netplay builds (the port-net branch), see this link.

Running

You must already have a Perfect Dark ROM to run the game, as specified above.

This assumes that you're using an x86_64 build. If you aren't, replace x86_64 below with your arch (e.g. i686).

  1. Create a directory named data next to pd.x86_64 if it's not there.
  2. Put your Perfect Dark NTSC ROM named pd.ntsc-final.z64 into it.
  3. Run the pd.x86_64 executable.

If you want to use a PAL or JPN ROM instead, put them into the data directory and run the appropriate executable:

  • PAL: ROM name pd.pal-final.z64, executable name pd.pal.x86_64.
  • JPN: ROM name pd.jpn-final.z64, executable name pd.jpn.x86_64.

Optionally, you can also put your Perfect Dark for GameBoy Color ROM named pd.gbc in the data directory if you want to emulate having the Nintendo 64's Transfer Pak and unlock some cheats automatically.

Additional information can be found in the wiki.

A GPU supporting OpenGL 3.0 or above is required to run the port.

Installing the Nintendo Switch version

The Nintendo Switch build ZIP comes with all 3 regions in different folders: perfectdark, perfectdark_pal and perfectdark_jpn.

Take the folder for the region you want and put it into the /switch folder on your SD card, then put your ROM into the data folder inside of the folder you extracted as described above.

Controls

1964GEPD-style and Xbox-style bindings are implemented.

N64 pad buttons X and Y (or X_BUTTON, Y_BUTTON in the code) refer to the reserved buttons 0x40 and 0x80, which are also leveraged by 1964GEPD.

Support for one controller, two-stick configurations are enabled for 1.2.

Note that the mouse only controls player 1.

Controls can be rebound in pd.ini. Default control scheme is as follows:

Action Keyboard and mouse Xbox pad N64 pad
Fire / Accept LMB/Space RT Z Trigger
Aim mode RMB/Z LT R Trigger
Use / Cancel E N/A B
Use / Accept N/A A A
Crouch cycle N/A L3 0x80000000 (Extra)
Half-Crouch Shift N/A 0x40000000 (Extra)
Full-Crouch Control N/A 0x20000000 (Extra)
Reload R X X (0x40)
Previous weapon Mousewheel forward B D-Left
Next weapon Mousewheel back Y Y (0x80)
Radial menu Q LB D-Down
Alt fire mode F RB L Trigger
Alt-fire oneshot F + LMB or E + LMB A + RT or RB + RT A + Z or L + Z
Quick-detonate E + Q or E + R A + B or A + X A + D-Leftor A + X

Building

Windows

  1. Install MSYS2.
  2. Open the MINGW64 prompt if building for x86_64, or the MINGW32 prompt if building for i686. (NOTE: do not use the MSYS prompt)
  3. Install dependencies:
    pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake mingw-w64-x86_64-python3 mingw-w64-i686-toolchain mingw-w64-i686-SDL2 mingw-w64-i686-zlib mingw-w64-i686-cmake mingw-w64-i686-python3 make git
  4. Get the source code:
    git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark
  5. Run cmake -G"Unix Makefiles" -Bbuild ..
    • Add -DROMID=pal-final or -DROMID=jpn-final at the end of the command if you want to build a PAL or JPN executable respectively.\
  6. Run cmake --build build -j4 -- -O.
  7. The resulting executable will be at build/pd.x86_64.exe (or at build/pd.i686.exe if building for i686).
  8. If you don't know where you downloaded the source to, you can run explorer . to open the current directory.

Linux

  1. Ensure you have gcc, g++ (version 10.0+), make, cmake, git, python3 and SDL2 (version 2.0.12+), libGL and ZLib installed on your system.
    • If you wish to crosscompile, you will also need to have libraries and compilers for the target platform installed, e.g. gcc-multilib and g++-multilib for x86_64 -> i686 crosscompilation.
  2. Get the source code:
    git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark
  3. Run the following command:
    • cmake -G"Unix Makefiles" -Bbuild .
    • Add -DROMID=pal-final or -DROMID=jpn-final at the end of the command if you want to build a PAL or JPN executable respectively.
    • Add -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32 at the end of the command if you want to crosscompile from x86_64 to x86.
  4. Run cmake --build build -j4.
  5. The resulting executable will be at build/pd.<arch> (for example build/pd.x86_64).

Nintendo Switch

  1. Set up the devkitA64 environment.
    • On Windows you can do it under MSYS2 or WSL, usually MSYS2 is recommended.
    • If using MSYS2, make sure to use the MSYS2 shell, not MINGW32 or MINGW64.
  2. Install host dependencies:
    • On MSYS2: execute command pacman -Syuu && pacman -S git make cmake python3
    • On Linux: use your package manager as normal to install the above dependencies.
  3. Install Switch toolchain and dependencies:
    • Execute commands:
      dkp-pacman -Syuu
      dkp-pacman -S devkitA64 libnx switch-zlib switch-sdl2 switch-cmake dkp-toolchain-vars
      
    • If in MSYS2 or dkp-pacman doesn't work, replace it with just pacman.
  4. Ensure devkitA64 environment variables are set:
    • Execute command: source /opt/devkitpro/switchvars.sh
    • If your $DEVKITPRO path is different, substitute that instead or set the variables manually.
  5. Configure:
    • Execute command: aarch64-none-elf-cmake -G"Unix Makefiles" -Bbuild .
    • Add -DROMID=pal-final or -DROMID=jpn-final at the end of the command if you want to build a PAL or JPN executable respectively.
  6. Build:
    • Execute command: make -C build -j4
  7. The resulting executable will be at build/pd.arm64.nro.

Notes

Alternate compilers or toolchains can be specified by passing -DCMAKE_TOOLCHAIN_FILE=whatever as normal. The port does not build with Visual Studio.

You will need to provide a jpn-final or pal-final ROM to run executables built for those regions, named pd.jpn-final.z64 or pd.pal-final.z64.

It might be possible to build and run the game on an ARM/AArch64 platform, but this has not been tested.

Credits

  • the original decompilation project authors;
  • Ryan Dwyer for the above, additional help, and pd-extract;
  • doomhack for the only other publicly available PD porting effort I could find;
  • sm64-port authors for the audio mixer and some other changes;
  • Ship of Harkinian team, Emill and MaikelChan for the libultraship version of fast3d that this port uses;
  • lieff for minimp3;
  • Mouse Injector and 1964GEPD authors for some of the 60FPS- and mouselook-related fixes;
  • Raf for the 64-bit port;
  • NicNamSam for the icon;
  • everyone who has submitted pull requests and issues to this repository and tested the port;
  • probably more I'm forgetting.

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work in progress port of n64decomp/perfect_dark to modern platforms

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