Anders Gjerde cb6a9205db d_a_salvage_tbox - 100% (GZLJ01, GZLE01, GZLP01) (#1113)
* First attempts at d_a_salvage_tbox

* CreateHeap match

* set_mtx 87%

* set_mtx 100%

* initWaitGetItem 93%

* initWaitGetItem 98.24%

* initWaitGetItem 98.24% - removed comments

* Removed unecessary fields

* actWait02 78.04%

* daSTBox_Draw 100%

* _create 39.71%

* _create 80.10%

* _create 98.50%

* Some changes in class members to be done, _create 99.99%, started on shadowEcallBack.

* _create 100%, shadowEcallBack.getMaxWaterY 84.93%, shadowEcallBack.setup 100%

* shadowEcallBack.getMaxWaterY 93.68%

* shadowEcallBack.getMaxWaterY 94.64%

* shadowEcallBack.getMaxWaterY 99.32%

* getWaterY 99.62%

* Swap position of mpAngle to get setup back to 100%

* actWait02 81.50%

* actDrop 74.60%

* actDrop 98.80%

* actWait 32.54%

* actWait 84.60%

* actWait 88.69%

* actWait 99.35%

* actWait02 100%

* _delete 55.71%

* _delete 97.57%

* _delete 99.12%

* shadowEcallBack_c::execute 79.13%

* shadowEcallBack_c::execute 99.70%

* CreateInit 94.92%

* CreateInit 98.64%

* shadowEcallBack_c::draw 21.24%

* shadowEcallBack_c::draw 34.81%

* shadowEcallBack_c::draw 54.72%

* shadowEcallBack_c::draw 69.86%

* shadowEcallBack_c::draw 97.99%

* shadowEcallBack_c::draw 99.10%

* actWait 99.43%

* _execute 40.58%

* _execute 73.14%

* _execute 98.29%

* initWaitGetItem improvements 98.24%

* initWaitGetItem 100%

* Removed unnecessary this->

* _delete 100%

* actWait 99.82%

* CreateInit 99.52%

* shadowEcallBack_c::getMaxWaterY 99.32%

* CreateInit 99.52%

* Simplified getStaffId in _execute

* shadowEcallBack_c::draw 99.11%

* shadowEcallBack_c::draw 99.23%

* shadowEcallBack_c::draw 99.48%

* actWait 99.85%

* Named shadowCallback

* actDrop 99.60%

* Renamed m_arc_name to m_arcname

* actWait 99.97% - using dComIfGp_particle_setShipTail

* _execute 99.58% - changed actIdx type to s16

* _execute 98.43% - reverting actIdx type back to int.

* CreateInit 99.92% - created cXyz position in shadowEcallBack.

* _execute 100% - cast on ship.

* .rodata 100% - Moved crane_offset above actWait where it first is used.

* Hoisted alpha_arr in shadowEcallBack_c::execute but to no avail.

* shadowEcallBack_c::execute 100% - emitter->setGlobalTranslation for regswap and used inline emitter->setGlobalRotation

* shadowEcallBack_c::draw 100% - moved fVar3 down a few lines to fix regswap

* shadowEcallBack_c::execute 100% - getting global translation object, only modifying its y property, and setting it again.

* Removed Nonmatching from matching functions and fixed memory offsets in shadowEcallBack_c.

* Linked - Added destructor for shadowEcallBack and added Matching in configure.py

* Set MatchingFor Japanese, United Statian and European versions - demo differs quite a bit.

* Removed incorrectly added include d_a_ship.h from d_com_inf_game.h

---------

Co-authored-by: Anders Gjerde <mail@mail.com>
2026-08-03 16:36:40 -04:00
2026-07-13 17:09:49 -04:00
2025-05-19 19:32:23 -04:00
2023-09-10 00:48:55 -04:00
2025-02-19 19:48:55 -05:00
2023-09-09 10:08:34 -04:00
2026-06-23 17:14:07 -04:00

The Legend of Zelda: The Wind Waker
Build Status Progress DOL Progress RELs Progress Discord Badge

A work-in-progress decompilation of The Legend of Zelda: The Wind Waker for GameCube.

This repository does not contain any game assets or assembly whatsoever. An existing copy of the game is required.

All GameCube versions are supported:

  • GZLE01: Rev 0 (USA), Rev 48 (KOR)
  • GZLP01: Rev 0 (PAL)
  • GZLJ01: Rev 0 (JPN)
  • D44J01: Kiosk demo (JPN)

Dependencies

Windows:

On Windows, it's highly recommended to use native tooling. WSL or msys2 are not required.
When running under WSL, objdiff is unable to get filesystem notifications for automatic rebuilds.

  • Install Python and add it to %PATH%.
  • Download ninja and add it to %PATH%.
    • Quick install via pip: pip install ninja

macOS:

  • Install ninja:
    brew install ninja
    

wibo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.

Linux:

wibo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.

Building

  • Clone the repository:

    git clone https://github.com/zeldaret/tww.git
    
  • Copy your game's disc image to orig/GZLE01.

    • Supported formats: ISO (GCM), RVZ, WIA, WBFS, CISO, NFS, GCZ, TGC
    • After the initial build, the disc image can be deleted to save space.
  • Configure:

    python configure.py
    

    To use a version other than GZLE01 (USA), specify --version GZLJ01 (JPN) or --version GZLP01 (PAL).

  • Build:

    ninja
    

Diffing

Once the initial build succeeds, an objdiff.json should exist in the project root.

Download the latest release from encounter/objdiff. Under project settings, set Project directory. The configuration should be loaded automatically.

Select an object from the left sidebar to begin diffing. Changes to the project will rebuild automatically: changes to source files, headers, configure.py, splits.txt or symbols.txt.

Setting up Ghidra

Ghidra is a tool that automatically decompiles code. Although Ghidra's output is not accurate enough to be directly copy-pasted into this decompilation project, it can still be helpful for understanding functions and decompiling them faster.

We have a shared Ghidra project for TWW already set up. To get access to this server:

  • Go to https://ghidra.decomp.dev and link your Discord account.
  • Create a Ghidra account by entering a new username and password into the form on the right.
  • Request "Read" access to the WindWaker server.

Then wait for an admin to approve your request. Once you have access, you can set up the Ghidra project like so:

  • To use Ghidra, you first need to install JDK. You can download OpenJDK 17 from here.
  • Download the RootCubed Ghidra build from here.
  • Launch Ghidra with ghidraRun.
  • In Ghidra, go to File -> New Project.... Select Shared Project and input the following information:
    • Server Name: ghidra.decomp.dev
    • Port Number: 13100
    • User ID: (the username that you chose earlier)
    • Password: (the password that you chose earlier)
  • You should now be able to view the files in the Ghidra project. Open the main file.
  • Finally, you should make a local copy of the main file in Ghidra. Right click on main, select Copy, then right click again and select Paste.
    • This is so that you will be able to save changes that you make while decompiling, as you don't have write access to change main itself.
    • Additionally, Ghidra has a bug that causes the remote version of main to be extremely slow to use if you only have read access, so you should still make a local copy even if you don't intend to change anything. The first time you open main will still be slow, but opening the local copy in the future should be fast.

Now you have Ghidra set up and ready to use.

For an introduction on how to use Ghidra, you can read this section of the Twilight Princess decompilation's guide.

Optionally, you may also want to also request "Read" access to the TwilightPrincess server on https://ghidra.decomp.dev and set that Ghidra project up too, even if you are not interested in working on that game. The reason for this is that a significant amount of engine code is shared between The Wind Waker and Twilight Princess, and the debug version of Twilight Princess (called shield_chn_debug in the Ghidra project) is easier to work with because inline functions are not inlined in that version. It can be worth checking if the function you're working on is present in that game as well.

Contributing

If you've got all the requirements set up and want to learn how to contribute to the decompilation effort, see this guide for details.

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