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# 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-i686-toolchain mingw-w64-i686-SDL2 mingw-w64-i686-zlib make git`
4. Get the source code:
`git clone --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-x86_64-windows/pd.x86_64.exe` (or at `build/ntsc-final-i686-windows/pd.i686.exe` if building for i686).
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 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:
* ```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.
* Add ` TARGET_PLATFORM=your-target` at the end of the command if you want to crosscompile.
4. The resulting executable will be at `build/ntsc-final-<platform>/pd.<arch>` (for example `build/ntsc-final-x86_64-linux/pd.x86_64`).
### Notes
Alternate compilers can be specified by passing `TOOLCHAIN=arch-whatever-` as a command line argument.
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.