mirror of
https://github.com/BanjoRecomp/BanjoRecomp
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Add building instructions
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# Building Guide
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This guide will help you build the project on your local machine. The process will require you to provide a decompressed ROM of the US version of the game.
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These steps cover: decompressing the ROM, running the recompiler and finally building the project.
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## 1. Clone the BanjoRecomp Repository
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This project makes use of submodules so you will need to clone the repository with the `--recurse-submodules` flag.
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```bash
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git clone --recurse-submodules
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# if you forgot to clone with --recurse-submodules
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# cd /path/to/cloned/repo && git submodule update --init --recursive
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```
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## 2. Install Dependencies
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### Linux
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For Linux the instructions for Ubuntu are provided, but you can find the equivalent packages for your preferred distro.
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```bash
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# For Ubuntu, simply run:
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sudo apt-get install cmake ninja-build libsdl2-dev libgtk-3-dev lld llvm clang
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```
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### Windows
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You will need to install [Visual Studio 2022](https://visualstudio.microsoft.com/downloads/).
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In the setup process you'll need to select the following options and tools for installation:
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- Desktop development with C++
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- C++ Clang Compiler for Windows
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- C++ CMake tools for Windows
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The other tool necessary will be `make` which can be installe via [Chocolatey](https://chocolatey.org/):
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```bash
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choco install make
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```
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## 3. Decompressing the target ROM
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You will need to decompress the NTSC-U 1.0 N64 Banjo-Kazooie ROM (sha1: d6133ace5afaa0882cf214cf88daba39e266c078) before running the recompiler.
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The most straightforward way to do this is to set up the [Banjo-Kazooie decompilation](https://gitlab.com/banjo.decomp/banjo-kazooie), which will decompress the ROM when building. Alternatively, you can run the [bk_rom_compressor tool](https://github.com/MittenzHugg/bk_rom_compressor) directly, which is what the decompilation uses to decompress the ROM.
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Regardless of which method you use, copy the decompressed ROM to the root of the BanjoRecomp repository with this filename:
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- `banjo.us.v10.decompressed.z64`
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## 4. Generating the C code
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Now that you have the required files, you must build [N64Recomp](https://github.com/N64Recomp/N64Recomp) and run it to generate the C code to be compiled. The building instructions can be found [here](https://github.com/N64Recomp/N64Recomp?tab=readme-ov-file#building). That will build the executables: `N64Recomp` and `RSPRecomp` which you should copy to the root of the BanjoRecomp repository.
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After that, go back to the repository root, and run the following commands:
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```bash
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./N64Recomp banjo.us.rev0.toml
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./RSPRecomp n_aspMain.us.rev0.toml
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```
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## 5. Building the Project
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Finally, you can build the project! :rocket:
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On Windows, you can open the repository folder with Visual Studio, and you'll be able to `[build / run / debug]` the project from there.
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If you prefer the command line or you're on a Unix platform you can build the project using CMake:
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```bash
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cmake -S . -B build-cmake -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -G Ninja -DCMAKE_BUILD_TYPE=Release # or Debug if you want to debug
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cmake --build build-cmake --target BanjoRecompiled -j$(nproc) --config Release # or Debug
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```
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## 6. Success
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Voilà! You should now have a `BanjoRecompiled` executable in the build directory! If you used Visual Studio this will be `out/build/x64-[Configuration]` and if you used the provided CMake commands then this will be `build-cmake`. You will need to run the executable out of the root folder of this project or copy the assets folder to the build folder to run it.
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> [!IMPORTANT]
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> In the game itself, you should be using a standard ROM, not the decompressed one.
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