I will try it out, and will archive this in a day, but there's no need for this repo since that should have better performance overall, and more benefits. Thanks for the support!
It appears that the fixed original build has some saving issues, so I will keep this up, and not archive it.
- This repo contains a full decompilation of Super Mario 64 (J), (U), and (E) with minor exceptions in the audio subsystem.
- Naming and documentation of the source code and data structures are in progress.
- Efforts to decompile the Shindou ROM steadily advance toward a matching build.
- Beyond Nintendo 64, it can also target Linux and Windows natively.
This repo does not include all assets necessary for compiling the game. A prior copy of the game is required to extract the assets. This is an older Build from August 4th, 2021, the newer ones have various issues while running on native hardware, and more.
- On desktop github web, you will see a code tab.
- Click on it and go to codespaces tab.
- Delete any existing ones on the same brach by clicking on the three dots(optional)
- Click on the button to create a new instance.
- When it loads up, follow docker instructions from step 2 till 4.
- Ensure Git and Docker are installed on your system.
- Check out repo, submodules, etc:
git clone https://github.com/fgsfdsfgs/sm64-port.git -b ps2 --recursive
cd sm64-port
- Copy in your baserom.XX.z64:
cp /path/to/baserom.us.z64 .
- Build Docker image:
docker build . -t sm64_ps2
- Compile using your Docker image:
docker run --rm -ti -v $(pwd):/sm64 sm64_ps2 make --jobs 4
You can automatically make an iso with minimal effort with: https://github.com/sounddrill31/sm64-port#building-an-iso
- Ensure Git, GCC, GNU Make and Python 3 are installed on your system:
# for example on Ubuntu
sudo apt update
sudo apt install -y git build-essential python3 gcc-mingw-w64
- Ensure PS2SDK and GSKit are installed on your system and the environmental variables
PS2SDK
andGSKIT
are defined and PS2SDK is in yourPATH
. You can follow the installation instructions in the ps2dev repo, or you can get the latest stable binaries and use them:
wget https://github.com/ps2dev/ps2dev/releases/download/v1.2.0/ps2dev-ubuntu-latest.tar.gz
tar xvzf ps2dev-ubuntu-latest.tar.gz
export PATH="$(pwd)/ps2dev/ee/bin:$(pwd)/ps2dev/iop/bin:$(pwd)/sm64-port/tools:${PATH}"
export PS2SDK=$(pwd)/ps2dev/ps2sdk
export GSKIT=$(pwd)/ps2dev/gsKit
- Check out repo, submodules, etc:
git clone https://github.com/fgsfdsfgs/sm64-port.git -b ps2 --recursive
cd sm64-port
- Copy in your baserom.XX.z64:
cp /path/to/baserom.us.z64 .
- Compile:
make -j4
In both cases, the resulting ELF will be in build/<region>_ps2/
.
You can automatically make an iso with minimal effort with: https://github.com/sounddrill31/sm64-port#building-an-iso
ee-strip --strip-all build/us_ps2/sm64.us.f3dex2e.elf
ps2-packer build/us_ps2/sm64.us.f3dex2e.elf build/us_ps2/sm64.packed.elf
Remember that packed ELFs will take a while to unpack before starting.
To fix it, run the following comamnds in the sm64-port folder. This has been fixed by deleting linked folder and manually uploading, this should not be an issue. Leaving solution for debugging.
cd ps2
rm-rf ps2-audrsv
git clone https://github.com/fgsfdsfgs/ps2-audsrv.git
cd ..
- Install prerequisites (Ubuntu):
sudo apt install -y git build-essential pkg-config libusb-1.0-0-dev libsdl2-dev
. - Clone the repo:
git clone https://github.com/sm64-port/sm64-port.git
, which will create a directorysm64-port
and then enter itcd sm64-port
. - Place a Super Mario 64 ROM called
baserom.<VERSION>.z64
into the repository's root directory for asset extraction, whereVERSION
can beus
,jp
, oreu
. - Run
make
to build. Qualify the version throughmake VERSION=<VERSION>
. Add-j4
to improve build speed (hardware dependent based on the amount of CPU cores available). - The executable binary will be located at
build/<VERSION>_pc/sm64.<VERSION>.f3dex2e
.
- Install and update MSYS2, following all the directions listed on https://www.msys2.org/.
- From the start menu, launch MSYS2 MinGW and install required packages depending on your machine (do NOT launch "MSYS2 MSYS"):
- 64-bit: Launch "MSYS2 MinGW 64-bit" and install:
pacman -S git make python3 mingw-w64-x86_64-gcc
- 32-bit (will also work on 64-bit machines): Launch "MSYS2 MinGW 32-bit" and install:
pacman -S git make python3 mingw-w64-i686-gcc
- Do NOT by mistake install the package called simply
gcc
.
- The MSYS2 terminal has a current working directory that initially is
C:\msys64\home\<username>
(home directory). At the prompt, you will see the current working directory in yellow.~
is an alias for the home directory. You can change the current working directory toMy Documents
by enteringcd /c/Users/<username>/Documents
. - Clone the repo:
git clone https://github.com/sm64-port/sm64-port.git
, which will create a directorysm64-port
and then enter itcd sm64-port
. - Place a Super Mario 64 ROM called
baserom.<VERSION>.z64
into the repository's root directory for asset extraction, whereVERSION
can beus
,jp
, oreu
. - Run
make
to build. Qualify the version throughmake VERSION=<VERSION>
. Add-j4
to improve build speed (hardware dependent based on the amount of CPU cores available). - The executable binary will be located at
build/<VERSION>_pc/sm64.<VERSION>.f3dex2e.exe
inside the repository.
- If you get
make: gcc: command not found
ormake: gcc: No such file or directory
although the packages did successfully install, you probably launched the wrong MSYS2. Read the instructions again. The terminal prompt should contain "MINGW32" or "MINGW64" in purple text, and NOT "MSYS". - If you get
Failed to open baserom.us.z64!
you failed to place the baserom in the repository. You can writels
to list the files in the current working directory. If you are in thesm64-port
directory, make sure you see it here. - If you get
make: *** No targets specified and no makefile found. Stop.
, you are not in the correct directory. Make sure the yellow text in the terminal ends withsm64-port
. Usecd <dir>
to enter the correct directory. If you writels
you should see all the project files, includingMakefile
if everything is correct. - If you get any error, be sure MSYS2 packages are up to date by executing
pacman -Syu
andpacman -Su
. If the MSYS2 window closes immediately after opening it, restart your computer. - When you execute
gcc -v
, be sure you seeTarget: i686-w64-mingw32
orTarget: x86_64-w64-mingw32
. If you seeTarget: x86_64-pc-msys
, you either opened the wrong MSYS start menu entry or installed the incorrect gcc package.
The code can be debugged using gdb
. On Linux install the gdb
package and execute gdb <executable>
. On MSYS2 install by executing pacman -S winpty gdb
and execute winpty gdb <executable>
. The winpty
program makes sure the keyboard works correctly in the terminal. Also consider changing the -mwindows
compile flag to -mconsole
to be able to see stdout/stderr as well as be able to press Ctrl+C to interrupt the program. In the Makefile, make sure you compile the sources using -g
rather than -O2
to include debugging symbols. See any online tutorial for how to use gdb.
It is possible to build N64 ROMs as well with this repository. See https://github.com/n64decomp/sm64 for instructions.
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: C 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
├── rsp: audio and Fast3D RSP assembly 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
│ └── pc: port code, audio and video renderer
├── text: dialog, level names, act names
├── textures: skybox and generic texture data
└── tools: build tools
Follow the instructions, and after finishing with building(do not pack elf), run the following command:
sudo chmod +x isobuild.sh && ./isobuild.sh
There will be a file called sm64.iso in the base directory if everything went well.
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.
Official Discord: https://discord.gg/7bcNTPK