ref: a363cda13240b649fdd3b983e94897775dd8c92f
dir: /README.md/
# Zelda3 A reimplementation of Zelda 3. ## About This is a reverse engineered clone of Zelda 3 - A Link to the Past. It's around 70-80kLOC of C code, and reimplements all parts of the original game. The game is playable from start to end. You need a copy of the ROM to extract game resources (levels, images). Then once that's done, the ROM is no longer needed. It uses the PPU and DSP implementation from [LakeSnes](https://github.com/elzo-d/LakeSnes). Additionally, it can be configured to also run the original machine code side by side. Then the RAM state is compared after each frame, to verify that the C implementation is correct. I got much assistance from spannierism's Zelda 3 JP disassembly and the other ones that documented loads of function names and variables. ## Additional features Some features have been added that are not supported by the original game. Support for MSU audio tracks. Support for enhanced aspect ratios of 16:9 or 16:10. Switching current item with L/R keys. Reordering of inventory by pressing Y+Arrows. Higher quality map screen. ## Dependencies - the `libsdl2-dev` library - Windows: automatically installed with NuGet - Ubuntu: `apt install libsdl2-dev` - macOS: `brew install sdl2` - a `tables/zelda3.sfc` US ROM file (for asset extraction step only) - SHA256 : `66871d66be19ad2c34c927d6b14cd8eb6fc3181965b6e517cb361f7316009cfb`. - The `pillow` and `pyyaml` python dependencies used by the assets extractor. - `python -m pip install -r requirements.txt` ## Compiling Look at the wiki at https://github.com/snesrev/zelda3/wiki for more help. ### Windows First extract and compile resources. `cd tables` Run `python3 extract_resources.py` to extract resources from the ROM into a more human readable format. Run `python3 compile_resources.py` to produce .h files that get included by the C code. Then build the .sln file with Visual Studio. ### Linux/macOS ```sh make ``` <details> <summary> Advanced make usage ... </summary> ```sh make -j$(nproc) # run on all core make clean all # clear gen+obj and rebuild CC=clang make # specify compiler ``` </details> ## Usage and controls The game supports snapshots. The joypad input history is also saved in the snapshot. It's thus possible to replay a playthrough in turbo mode to verify that the game behaves correctly. The game is run with `./zelda3` and takes an optional path to the ROM-file, which will verify for each frame that the C code matches the original behavior. | Button | Key | | ------ | ----------- | | Up | Up arrow | | Down | Down arrow | | Left | Left arrow | | Right | Right arrow | | Start | Enter | | Select | Right shift | | A | X | | B | Z | | X | S | | Y | A | | L | C | | R | V | The keys can be reconfigured in zelda3.ini Additionally, the following commands are available: | Key | Action | | --- | --------------------- | | W | Fill health/magic | | Shift+W | Fill rupees/bombs/arrows | | Ctrl+E | Reset | | P | Pause (with dim) | | Shift+P | Pause (without dim) | | Ctrl+Up | Increase window size | | Ctrl+Down | Decrease window size | | T | Toggle replay turbo | | O | Set dungeon key to 1 | | K | Clear all input history from the joypad log | | L | Stop replaying a shapshot | | R | Toggle between fast and slow renderer | | F | Display renderer performance | | F1-F10 | Load snapshot | | Alt+Enter | Toggle Fullscreen | | Shift+F1-F10 | Save snapshot | | Ctrl+F1-F10 | Replay the snapshot | | 1-9 | run a dungeons playthrough snapshots | | Ctrl+1-9 | run a dungeons playthrough in turbo mode | ## License This project is licensed under the MIT license. See 'LICENSE.txt' for details.