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Force pushed to reorder all functions Lots of names taken from spannerism's diassembly
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/.vs/ | ||
.DS_Store | ||
*.dSYM | ||
/Debug | ||
/Release | ||
/x64 | ||
/tables/overworld/*.yaml | ||
/tables/dungeon/*.yaml | ||
/tables/img/ | ||
/tables/old/ | ||
/saves/*.sav | ||
__pycache__ |
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MIT License | ||
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Copyright (c) 2021 elzo_d | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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# Zelda3 | ||
A reimplementation of Zelda 3. | ||
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## About | ||
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This is a reverse engineered clone of Zelda 3 - A Link to the Past. | ||
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It's around 70-80kLOC of C/C++ code, and reimplements all parts of the original game. The game is playable from start to end. | ||
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You need a copy of the ROM to extract game resources (levels, images). Then once that's done, the ROM is no longer needed. | ||
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It uses the PPU and DSP implementation from LakeSnes. Additionally, it can be configured to also run the original machine code side by side. Then the RAM state is compared after each frame, to verify that the C++ implementation is correct. | ||
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I got much assistance from spannierism's Zelda 3 JP disassembly and the other ones that documented loads of function names and variables. | ||
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## Compiling | ||
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Put the ROM in tables/zelda3.sfc | ||
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`cd tables` | ||
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Install python dependencies: `pip install pillow` and `pip install pyyaml` | ||
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Run `python extract_resources.py` to extract resources from the ROM into a more human readable format. | ||
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Run `python compile_resources.py` to produce .h files that gets included by the C++ code. | ||
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### Windows | ||
Build the .sln file with Visual Studio | ||
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### Linux | ||
`apt install libsdl2-dev` | ||
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Make sure you are in the root directory. | ||
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`clang++ -I/usr/include/SDL2 -lSDL2 -O2 -ozelda3 *.cpp snes/*.cpp` | ||
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## Usage and controls | ||
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The game supports snapshots. The joypad input history is also saved in the snapshot. It's thus possible to replay a playthrough in turbo mode to verify that the game behaves correctly. | ||
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The game is run with `./zelda3` and takes an optional path to the ROM-file, which will verify for each frame that the C++ code matches the original behavior. | ||
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| Button | Key | | ||
| ------ | ----------- | | ||
| Up | Up arrow | | ||
| Down | Down arrow | | ||
| Left | Left arrow | | ||
| Right | Right arrow | | ||
| Start | Enter | | ||
| Select | Right shift | | ||
| A | X | | ||
| B | Z | | ||
| X | S | | ||
| Y | A | | ||
| L | D | | ||
| R | C | | ||
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Additionally, the following commands are available: | ||
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| Key | Action | | ||
| --- | --------------------- | | ||
| W | Fill health/magic | | ||
| E | Hard reset | | ||
| P | Pause | | ||
| T | Toggle replay turbo | | ||
| K | Clear all input history from current snapshot | | ||
| F1-F10 | Load snapshot | | ||
| Shift+F1-F10 | Save snapshot | | ||
| Ctrl+F1-F10 | Replay the snapshot | | ||
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Additionally, there are a bunch of included playthrough snapshots that play all dungeons of the game. You access them with the digit keys. If you want to replay the stage in turbo mode, press Ctrl+Digit (eg Ctrl-5). | ||
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## License | ||
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This project is licensed under the MIT license. See 'LICENSE.txt' for details. |
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio Version 16 | ||
VisualStudioVersion = 16.0.30717.126 | ||
MinimumVisualStudioVersion = 10.0.40219.1 | ||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zelda3", "zelda3.vcxproj", "{CB07E01D-A194-481A-BEA1-DC13756AD150}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|x64 = Debug|x64 | ||
Debug|x86 = Debug|x86 | ||
Release|x64 = Release|x64 | ||
Release|x86 = Release|x86 | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Debug|x64.ActiveCfg = Debug|x64 | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Debug|x64.Build.0 = Debug|x64 | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Debug|x86.ActiveCfg = Debug|Win32 | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Debug|x86.Build.0 = Debug|Win32 | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Release|x64.ActiveCfg = Release|x64 | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Release|x64.Build.0 = Release|x64 | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Release|x86.ActiveCfg = Release|Win32 | ||
{CB07E01D-A194-481A-BEA1-DC13756AD150}.Release|x86.Build.0 = Release|Win32 | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
GlobalSection(ExtensibilityGlobals) = postSolution | ||
SolutionGuid = {E47623E3-1B23-4ED7-8FC1-3E1F0AD82DD0} | ||
EndGlobalSection | ||
EndGlobal |
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