.github/ISSUE_TEMPLATE | ||
actors | ||
asm | ||
assets | ||
bin | ||
data | ||
doxygen | ||
enhancements | ||
include | ||
levels | ||
lib | ||
sound | ||
src | ||
text | ||
tools | ||
.clang-format | ||
.clang-tidy | ||
.gitattributes | ||
.gitignore | ||
asmdiff.jp.sh | ||
asmdiff.us.sh | ||
assets.json | ||
CHANGES | ||
charmap_menu.txt | ||
charmap.txt | ||
diff_settings.py | ||
diff.py | ||
Dockerfile | ||
Doxyfile | ||
extract_assets.py | ||
first-diff.py | ||
format.sh | ||
Jenkinsfile | ||
Makefile | ||
Makefile.split | ||
README.md | ||
rename_sym.sh | ||
sm64.eu.sha1 | ||
sm64.jp.sha1 | ||
sm64.ld | ||
sm64.sh.sha1 | ||
sm64.us.sha1 | ||
test | ||
undefined_syms.txt |
sm64pc
OpenGL adaptation of n64decomp/sm64.
Feel free to report bugs and contribute, but remember, there must be no upload of any copyrighted asset.
Run ./extract-assets.py --clean && make clean
or make distclean
to remove ROM-originated content.
Building
On Linux
1. Copy baserom(s) for asset extraction
For each version (jp/us/eu) that you want to build an executable for, put an existing ROM at
./baserom.<version>.z64
for asset extraction.
2. Install build dependencies
The build system has the following package requirements:
- python3 >= 3.6
- libsdl2-dev
- audiofile
- libglew-dev
- git
Debian / Ubuntu - targeting 32 bits
sudo apt install build-essential git python3 libaudiofile-dev libglew-dev:i386 libsdl2-dev:i386
Debian / Ubuntu - targeting 64 bits
sudo apt install build-essential git python3 libaudiofile-dev libglew-dev libsdl2-dev
Arch Linux
sudo pacman -S base-devel python audiofile sdl2 glew
Void Linux - targeting 64 bits
sudo xbps-install -S base-devel python3 audiofile-devel SDL2-devel glew-devel
Void Linux - targeting 32 bits
sudo xbps-install -S base-devel python3 audiofile-devel-32bit SDL2-devel-32bit glew-devel-32bit
3. Build the executable.
Run make
to build (defaults to VERSION=us
)
make VERSION=jp -j6 # build (J) version with 6 jobs
make VERSION=us WINDOWS-BUILD=1 # builds a (U) Windows executable
On Windows
Install WSL with a distro of your choice (Ubuntu 18.04 recommended) following the official guide.
Then follow the instructions of the Linux section above. It's also possible to build using MinGW, but it tends to be considerably more difficult.
For the web
The game can be compiled for web browsers that support WebGL using Emscripten. To do so, install emsdk and run make TARGET_WEB=1
.
Current issues
- Support for the EU version is still experimental.
- There seems to be savedata-related problems on some 64-bits builds.
- Camera controls are also bugged for some.