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
(md5e03b088b6ac9e0080440efed07c1e40f
).
This is the recommended version to use.
CalledNTSC version 8.7 final
on the boot screen.ntsc-1.0
/US V1.0
(md57f4171b0c8d17815be37913f535e4e93
).
Technically supported, but not recommended.
CalledNTSC version 8.7 final
on the boot screen as well.jpn-final
(md5538d2b75945eae069b29c46193e74790
).
Technically supported, but requires a separate custom-built executable.
CalledJPN version 8.9 final
on the boot screen.pal-final
(md5d9b5cd305d228424891ce38e71bc9213
).
Technically supported, but requires a separate custom-built executable.
CalledPAL 8.7 final
on the boot screen.
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
to0
inpd.ini
to activate; - in practice the game will have issues running faster than ~165 FPS, so use VSync or
Video.FramerateLimit
to cap it.
- set
- 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.
Latest automatic builds for supported platforms:
If you are looking for netplay builds (the port-net
branch), see this link.
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
).
- Create a directory named
data
next topd.x86_64
if it's not there. - Put your Perfect Dark NTSC ROM named
pd.ntsc-final.z64
into it. - 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 namepd.pal.x86_64
. - JPN: ROM name
pd.jpn-final.z64
, executable namepd.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.
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.
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-Left or A + X |
- Install MSYS2.
- Open the
MINGW64
prompt if building for x86_64, or theMINGW32
prompt if building for i686. (NOTE: do not use theMSYS
prompt) - 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
- Get the source code:
git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark
- 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.\
- Add
- Run
cmake --build build -j4 -- -O
. - The resulting executable will be at
build/pd.x86_64.exe
(or atbuild/pd.i686.exe
if building for i686). - If you don't know where you downloaded the source to, you can run
explorer .
to open the current directory.
- 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
andg++-multilib
for x86_64 -> i686 crosscompilation.
- If you wish to crosscompile, you will also need to have libraries and compilers for the target platform installed, e.g.
- Get the source code:
git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark
- 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.
- Run
cmake --build build -j4
. - The resulting executable will be at
build/pd.<arch>
(for examplebuild/pd.x86_64
).
- 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.
- 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.
- On MSYS2: execute command
- 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 justpacman
.
- Execute commands:
- 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.
- Execute command:
- 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.
- Execute command:
- Build:
- Execute command:
make -C build -j4
- Execute command:
- The resulting executable will be at
build/pd.arm64.nro
.
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.
- 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.