# Perfect Dark port This repository contains a work-in-progress port of the [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark) to modern platforms. To run the port, you must already have a Perfect Dark ROM, specifically one of the following: * `ntsc-final`/`US V1.1`/`US Rev 1` (md5 `e03b088b6ac9e0080440efed07c1e40f`). **This is the recommended version to use**. Called `NTSC version 8.7 final` on the boot screen. * `ntsc-1.0`/`US V1.0` (md5 `7f4171b0c8d17815be37913f535e4e93`). Technically supported, but not recommended. Called `NTSC version 8.7 final` on the boot screen as well. * `jpn-final` (md5 `538d2b75945eae069b29c46193e74790`). Technically supported, but requires a separate custom-built executable. Called `JPN version 8.9 final` on the boot screen. * `pal-final` (md5 `d9b5cd305d228424891ce38e71bc9213`). Technically supported, but requires a separate custom-built executable. Called `PAL 8.7 final` on the boot screen. ## Status The game is in a mostly functional state, with both singleplayer and split-screen multiplayer modes fully working. There are minor graphics- and gameplay-related issues, and possibly occasional crashes. **The following extra features are implemented:** * mouselook; * dual analog controller support; * widescreen resolution support; * configurable field of view; * 60 FPS support, including fixes for some framerate-related issues; * fixes for a couple original bugs and crashes; * basic mod support, currently enough to load a few custom levels; * slightly expanded memory heap size; * experimental high framerate support (up to 240 FPS): * set `Game.TickRateDivisor` to `0` in `pd.ini` to activate; * in practice the game will have issues running faster than ~165 FPS, so use VSync or `Video.FramerateLimit` to cap it. * emulate the Transfer Pak functionality the game has on the Nintendo 64 to unlock some cheats automatically. Currently both 32-bit and 64-bit platforms should be supported. The port is tested on i686 and x86_64, both on Windows and on Linux. ARM platforms might be supported, but are mostly untested. ## Download Latest [automatic builds](https://github.com/fgsfdsfgs/perfect_dark/releases/tag/ci-dev-build) for supported platforms: * [x86_64-windows](https://github.com/fgsfdsfgs/perfect_dark/releases/download/ci-dev-build/pd-x86_64-windows.zip) * [i686-windows](https://github.com/fgsfdsfgs/perfect_dark/releases/download/ci-dev-build/pd-i686-windows.zip) * [x86_64-linux](https://github.com/fgsfdsfgs/perfect_dark/releases/download/ci-dev-build/pd-x86_64-linux.tar.gz) * [i686-linux](https://github.com/fgsfdsfgs/perfect_dark/releases/download/ci-dev-build/pd-i686-linux.tar.gz) If you are looking for netplay builds (the `port-net` branch), see [this link](https://github.com/fgsfdsfgs/perfect_dark/blob/port-net/README.md#download). ## Running You must already have a Perfect Dark ROM to run the game, as specified above. This assumes that you're using an x86_64 build. If you aren't, replace `x86_64` below with your arch (e.g. `i686`). 1. Create a directory named `data` next to `pd.x86_64` if it's not there. 2. Put your Perfect Dark NTSC ROM named `pd.ntsc-final.z64` into it. 3. Run the `pd.x86_64` executable. If you want to use a PAL or JPN ROM instead, put them into the `data` directory and run the appropriate executable: * PAL: ROM name `pd.pal-final.z64`, executable name `pd.pal.x86_64`. * JPN: ROM name `pd.jpn-final.z64`, executable name `pd.jpn.x86_64`. Optionally, you can also put your Perfect Dark for GameBoy Color ROM named `pd.gbc` in the `data` directory if you want to emulate having the Nintendo 64's Transfer Pak and unlock some cheats automatically. Additional information can be found in the [wiki](https://github.com/fgsfdsfgs/perfect_dark/wiki). A GPU supporting OpenGL 3.0 or above is required to run the port. ## Controls 1964GEPD-style and Xbox-style bindings are implemented. N64 pad buttons X and Y (or `X_BUTTON`, `Y_BUTTON` in the code) refer to the reserved buttons `0x40` and `0x80`, which are also leveraged by 1964GEPD. Support for one controller, two-stick configurations are enabled for 1.2. Note that the mouse only controls player 1. Controls can be rebound in `pd.ini`. Default control scheme is as follows: | Action | Keyboard and mouse | Xbox pad | N64 pad | | - | - | - | - | | Fire / Accept | LMB/Space | RT | Z Trigger | | Aim mode | RMB/Z | LT | R Trigger | | Use / Cancel | E | N/A | B | | Use / Accept | N/A | A | A | | Crouch cycle | N/A | L3 | `0x80000000` (Extra) | | Half-Crouch | Shift | N/A | `0x40000000` (Extra) | | Full-Crouch | Control | N/A | `0x20000000` (Extra) | | Reload | R | X | X `(0x40)` | | Previous weapon | Mousewheel forward | B | D-Left | | Next weapon | Mousewheel back | Y | Y `(0x80)` | | Radial menu | Q | LB | D-Down | | Alt fire mode | F | RB | L Trigger | | Alt-fire oneshot | `F + LMB` or `E + LMB` | `A + RT` or `RB + RT` | `A + Z` or `L + Z` | | Quick-detonate | `E + Q` or `E + R` | `A + B` or `A + X` | `A + D-Left`or `A + X` | ## Building ### Windows 1. Install [MSYS2](https://www.msys2.org). 2. Open the `MINGW64` prompt if building for x86_64, or the `MINGW32` prompt if building for i686. (**NOTE:** _do not_ use the `MSYS` prompt) 3. Install dependencies: `pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake mingw-w64-x86_64-python3 mingw-w64-i686-toolchain mingw-w64-i686-SDL2 mingw-w64-i686-zlib mingw-w64-i686-cmake mingw-w64-i686-python3 make git` 4. Get the source code: `git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark` 5. Run `cmake -G"Unix Makefiles" -Bbuild .`. * Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively.\ 6. Run `cmake --build build -j4 -- -O`. 7. The resulting executable will be at `build/pd.x86_64.exe` (or at `build/pd.i686.exe` if building for i686). 8. If you don't know where you downloaded the source to, you can run `explorer .` to open the current directory. ### Linux 1. Ensure you have gcc, g++ (version 10.0+), make, cmake, git, python3 and SDL2 (version 2.0.12+), libGL and ZLib installed on your system. * If you wish to crosscompile, you will also need to have libraries and compilers for the target platform installed, e.g. `gcc-multilib` and `g++-multilib` for x86_64 -> i686 crosscompilation. 2. Get the source code: `git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark` 3. Run the following command: * ```cmake -G"Unix Makefiles" -Bbuild .``` * Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively. * Add ` -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32` at the end of the command if you want to crosscompile from x86_64 to x86. 4. Run `cmake --build build -j4`. 5. The resulting executable will be at `build/pd.` (for example `build/pd.x86_64`). ### Nintendo Switch 1. Set up the [devkitA64 environment](https://devkitpro.org/wiki/Getting_Started). * On Windows you can do it under MSYS2 or WSL, usually MSYS2 is recommended. * If using MSYS2, make sure to use the **MSYS2** shell, **not** MINGW32 or MINGW64. 2. Install host dependencies: * On MSYS2: execute command `pacman -Syuu && pacman -S git make cmake python3` * On Linux: use your package manager as normal to install the above dependencies. 3. Install Switch toolchain and dependencies: * Execute commands: ``` dkp-pacman -Syuu dkp-pacman -S devkitA64 libnx switch-zlib switch-sdl2 switch-cmake dkp-toolchain-vars ``` * If in MSYS2 or `dkp-pacman` doesn't work, replace it with just `pacman`. 4. Ensure devkitA64 environment variables are set: * Execute command: `source /opt/devkitpro/switchvars.sh` * If your `$DEVKITPRO` path is different, substitute that instead or set the variables manually. 5. Configure: * Execute command: `aarch64-none-elf-cmake -G"Unix Makefiles" -Bbuild .` * Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively. 6. Build: * Execute command: `make -C build -j4` 7. The resulting executable will be at `build/pd.arm64.nro`. ### Notes Alternate compilers or toolchains can be specified by passing `-DCMAKE_TOOLCHAIN_FILE=whatever` as normal. The port does not build with Visual Studio. You will need to provide a `jpn-final` or `pal-final` ROM to run executables built for those regions, named `pd.jpn-final.z64` or `pd.pal-final.z64`. It might be possible to build and run the game on an ARM/AArch64 platform, but this has not been tested. ## Credits * the original [decompilation project](https://github.com/n64decomp/perfect_dark) authors; * Ryan Dwyer for the above, additional help, and `pd-extract`; * doomhack for the only other publicly available [PD porting effort](https://github.com/doomhack/perfect_dark) I could find; * [sm64-port](https://github.com/sm64-port/sm64-port) authors for the audio mixer and some other changes; * [Ship of Harkinian team](https://github.com/Kenix3/libultraship/tree/main/src/graphic/Fast3D), Emill and MaikelChan for the libultraship version of fast3d that this port uses; * lieff for [minimp3](https://github.com/lieff/minimp3); * Mouse Injector and 1964GEPD authors for some of the 60FPS- and mouselook-related fixes; * Raf for the 64-bit port; * NicNamSam for the icon; * everyone who has submitted pull requests and issues to this repository and tested the port; * probably more I'm forgetting.