- To compile executable for Windows, use MSYS2 MinGW 64-bit as a terminal.
- Navigate to repo:
cd [Drive Letter]:/[Path]
- Compile:
make -j
For more details on compilation and dependency prerequisites, please read the instructions lower in the README.
- Visit the Sound menu in the file select to access a custom music player implemented for playback convenience.
- Press the L button to start/stop an audio dump (Mapped to Q on keyboard).
- The audio will be placed in the same folder as the call to run the executable.
- An audio dump will automatically be closed after file size exceeds 512MB.
- Any new audio dumps will not overwrite the old ones.
- Game speed / Framerate should have no effect on audio dump, especially if it's run at or above 30FPS. Any gameplay stuttering will not ruin the dump.
- In the NVIDIA Control Panel, set Vertical sync and Max Frame Rate to Off for the executable.
- Use the speedup key (Tab) to speed up gameplay to about as fast as your computer can handle.
- To cap the speedup, change the
max_speedup_framerate
field in thesm64config.txt
to a positive integer of your choice.
- This repo contains a full decompilation of Super Mario 64 (J), (U), (E), and (SH).
- Naming and documentation of the source code and data structures are in progress.
- 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.
A: M
B: N
Z: Space
Start: Enter
L: Q
R: E
Analog Up: W
Analog Left: A
Analog Down: S
Analog Right: D
C-Up: ↑
C-Left: ←
C-Down: ↓
C-Right: →
D-Pad Up: NumPad 8
D-Pad Left: NumPad 4
D-Pad Down: NumPad 2
D-Pad Right: NumPad 6
Speedup Key: Tab
These controls can be changed in the sm64config.txt
using scancode values.
It is on the todo list to write a better native control mapping system eventually.
- Install prerequisites:
sudo apt install -y build-essential git binutils-mips-linux-gnu python3
- Clone the repo from within Linux:
git clone https://github.com/n64decomp/sm64.git
- Place a Super Mario 64 ROM called
baserom.<VERSION>.z64
into the project folder for asset extraction, whereVERSION
can beus
,jp
,eu
, orsh
. - Run
make
to build. Qualify the version throughmake VERSION=<VERSION>
. Add-j4
to improve build speed (hardware dependent).
Ensure the repo path length does not exceed 255 characters. Long path names result in build errors.
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. Note: WSL1 does not currently support Ubuntu 20.04.
Next, clone the SM64 repo from within the Linux shell:
git clone https://github.com/n64decomp/sm64.git
Then continue following the directions in the Linux installation section below.
- 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. - When switching between building for other platforms, run
make -C tools clean
first to allow for the tools to recompile on the new platform. This also helps when switching between shells like WSL and MSYS2.
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.
Most modern Linux distributions should have equivalent packages to the other two listed above. You may have to use a different version of GNU binutils. Listed below are fully compatible binutils distributions with support in the makefile, and examples of distros that offer them:
mips64-elf-
(Arch AUR)mips-linux-gnu-
(Ubuntu and other Debian-based distros)mips64-linux-gnu-
(RHEL/CentOS/Fedora)
You may also use Docker to handle installing an image with minimal dependencies.
For each version (jp/us/eu/sh) for which you want to build a ROM, put an existing ROM at
./baserom.<VERSION>.z64
for asset extraction.
Run make
to build the ROM (defaults to VERSION=us
).
Other examples:
make VERSION=jp -j4 # build (J) version instead with 4 jobs
make VERSION=eu COMPARE=0 # build (EU) version but do not compare ROM hashes
Resulting artifacts can be found in the build
directory.
The full list of configurable variables are listed below, with the default being the first listed:
VERSION
:us
,jp
,eu
,sh
GRUCODE
:f3d_old
,f3d_new
,f3dex
,f3dex2
,f3dzex
COMPARE
:1
(compare ROM hash),0
(do not compare ROM hash)NON_MATCHING
: Use functionally equivalent C implementations for non-matchings (Currently there aren't any non-matchings, but this will apply to iQue). Also will avoid instances of undefined behavior.CROSS
: Cross-compiler tool prefix (Example:mips64-elf-
).
With macOS, you may either use Homebrew or Docker.
Install Homebrew and the following dependencies:
brew update
brew install capstone coreutils make pkg-config tehzz/n64-dev/mips64-elf-binutils
For each version (jp/us/eu/sh) for which you want to build a ROM, put an existing ROM at
./baserom.<VERSION>.z64
for asset extraction.
Use Homebrew's GNU make because the version included with macOS is too old.
gmake VERSION=jp -j4 # build (J) version instead with 4 jobs
After installing and starting Docker, create the docker image. This only needs to be done once.
docker build -t sm64 .
To build, mount the local filesystem into the Docker container and build the ROM with docker run sm64 make
.
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=us -j4
For a Linux host, Docker needs to be instructed which user should own the output files:
docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 --user $UID:$GID sm64 make VERSION=us -j4
Resulting artifacts can be found in the build
directory.
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
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