# Perfect Dark port (`port-net`) ## Experimental netplay branch This branch of the port contains an **extremely** early and experimental implementation of network play. **DISCLAIMER:** This is **NOT READY** for prime time. Use at your own risk if you are not a developer. **Do not create issues about problems in this branch until this disclaimer is gone.** See [this file](https://github.com/fgsfdsfgs/perfect_dark/blob/port-net/docs/netplay.md) for more information on how this works. ## Original description 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. Currently only 32-bit platforms are supported, namely x86 Windows and Linux. Note that 32-bit binaries will still work on 64-bit versions of those platforms, though you might have to install some additional libraries. ## Download Latest [automatic builds](https://github.com/fgsfdsfgs/perfect_dark/actions) of the netplay branch for supported platforms: * [i686-windows (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-i686-windows.zip) * [i686-linux (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-i686-linux.zip) 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. 1. Create a directory named `data` next to `pd.exe`. 2. Put your Perfect Dark ROM named `pd.ntsc-final.z64` into it. 3. Run `pd.exe`. 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 `MINGW32` prompt. (**NOTE:** _not_ the `MSYS` prompt or the `MINGW64` prompt) 3. Install dependencies: `pacman -S mingw-w64-i686-toolchain mingw-w64-i686-SDL2 mingw-w64-i686-zlib make git` 4. Get the source code: `git clone -b port-net --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark` 5. Run `make -f Makefile.port`. * Add ` ROMID=pal-final` or ` ROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively. 6. The resulting executable will be at `build/ntsc-final-port/pd.exe`. 7. 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+) and 32-bit versions of SDL2 (version 2.0.12+), libGL and ZLib installed on your system. * On a 64-bit system you also need to have `gcc-multilib` and `g++-multilib` (or your distro's analogues) installed. 2. Get the source code: `git clone -b port-net --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark` 3. Run the following command: * On a 64-bit system: ```make -f Makefile.port TARGET_PLATFORM=i686-linux``` * On a 32-bit system: ```make -f Makefile.port``` * Add ` ROMID=pal-final` or ` ROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively. 4. The resulting executable will be at `build/ntsc-final-port/pd.exe`. Currently only `i686-linux` and `i686-windows` are supported, using `gcc -m32` and `i686-w64-mingw32-gcc` as compilers, respectively. Alternate compilers can be specified by passing `TOOLCHAIN=i686-whatever-` as a command line argument. You can build an executable with PAL or JPN ROM support by adding `ROMID=pal-final` or `ROMID=jpn-final` to the `make` command. You will need to provide a `jpn-final` or `pal-final` ROM to run those, named `pd.jpn-final.z64` or `pd.pal-final.z64`. It might be possible to build a 32-bit ARM executable, but this has not been tested. ## Credits * the original [decompilation project](https://github.com/n64decomp/perfect_dark) authors; * 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; * everyone who has submitted pull requests and issues to this repository and tested the port; * probably more I'm forgetting.