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zkllvm proving of doomreplay

ZKLLVM compilation, proof generation, and verification of "user input"->"target game state" state transitions in the Doom core.

[TEMP] run all in debug environment

git clone git@github.com:mixbytes/zkllvm-doomreplay.git
cd zkllvm-doomreplay

Now make sure you have all ZKLLVM deps installed (CMake, Boost, Clang). AND SET ALL BINARIES to look at really existing files locations HERE

Now you can run multiple variants of zkldoom (I assume project resides in ~/zkllvm-doomreplay/):

1. Run ZKLLVM compile .ll only

cd ~/zkllvm-doomreplay/build/ && cmake .. && make zkldoom_compile_sources

with Ninja

cd ~/zkllvm-doomreplay/build/ && cmake .. && ninja zkldoom_compile_sources

2. Run assigner (compile and then assign, inputs are already pre-generated or saved in repo):

cd ~/zkllvm-doomreplay/build/ && cmake .. && make zkldoom_run_assigner

with Ninja

cd ~/zkllvm-doomreplay/build/ && cmake .. && ninja zkldoom_run_assigner

3. Run prover (compile, assign, prepare statement, run prover)

cd ~/zkllvm-doomreplay/build/ && cmake .. && make zkldoom_run_prover

with Ninja

cd ~/zkllvm-doomreplay/build/ && cmake .. && ninja zkldoom_run_prover

(all targets are described in CircuitCompile.cmake file

4. Run noZKLLVM compiled version (should output trace of player's coordinates, health, ammo):

cd ~/zkllvm-doomreplay/zkldoom/ && rm build/*.o && make -f Makefile.zkld && ./zkldoom

5. Doomreplay run (generate video demo)

cd ~/zkllvm-doomreplay/doomgeneric && make -f Makefile.dr && ./doomgeneric -iwad ../doom1.wad -output test1.mp4

(creates test1.mp4 file with replay if everything is ok)

Generate harcoded .wad in doom1_wad_hardcopy.h

[TEMP], now miniwad.wad is used

Takes ./miniwad.wad file and puts its binary contents into zk_wad_hardcoded.h (it will be used in wad.c for reading level data

Compile and run

cd ~/zkllvm-doomreplay/ && gcc -o ./hardcode_wad ./hardcode_wad.c && ./hardcode_wad ./miniwad.wad && cat ./zk_wad_hardcoded.h