Zelda 64: Recompiled is a project that uses N64: Recompiled to statically recompile Majora’s Mask into a native port with many new features and enhancements.

    • SidewaysHighways@lemmy.world
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      27 days ago

      Well kinda, but the game didn’t have discrete control of the camera.

      But buttons can be mapped to it. Comes preloaded with the c buttons mapped

    • Toes♀@ani.social
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      27 days ago

      Not that I’m aware of but it’s open-source so you could in theory mod it in or create a feature request on their git page hoping someone else does it.

      There’s already a bunch of feature requests in a similar situation.

  • Neato@ttrpg.network
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    27 days ago

    I don’t know much about this scene. How is this different than an emulator? You still need a ROM I believe.

    • Cagi@lemmy.ca
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      27 days ago

      Instead of turning your machine into a pretend N64, it turns the game into a native pc program. You need the base rom so the makers don’t get sued.

    • simple@lemm.ee
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      27 days ago

      Like the Mario 64 recompilation, this isn’t running on an emulator, but is totally native. That means it runs smoother, has zero issues that you might get from emulation (like inaccuracies), and makes it so much easier to mod and extend it. You can see some of the features on the page like autosaving and playing on high framerates.

      • ricdeh@lemmy.world
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        27 days ago

        has zero issues that you might get from emulation (like inaccuracies)

        That doesn’t make sense to me. Emulation should be 100% accurate software-wise, at the expense of performance. Can you elaborate?

        • simple@lemm.ee
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          27 days ago

          Emulation is almost never 100% accurate, that’s why seemingly perfect emulators like Dolphin still get updates. They mimic the original hardware as closely as possible but there are still bound to be some bugs and games that don’t work perfectly. The best emulators are more like 99.9% accurate.

          N64 emulators aren’t that good, so you’ll get occasional graphics errors and crashes.

        • catloaf@lemm.ee
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          27 days ago

          Software-wise, sure. It’s easy to dump the BIOS and game. The hard part is emulating the hardware. Consoles often have quirky architectures and special chips that don’t map to PCs very well. And the chips themselves often have quirks that either aren’t documented, or work in a way that disagrees with documentation. But the game developers often relied on those particular quirks for their games. For example, if there was a bug in the GPU that caused textures to become blurry when loaded in a certain way, a developer might exploit that as a free blur filter. (If you’re interested in actual examples, try the Dolphin dev blog. I think it’s really interesting.)

      • bigmclargehuge@lemmy.world
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        25 days ago

        Also much more possibilities in terms of controls, ie no more janky remapping buttons and mouse axis into pretending to be controller inputs or messing with mouse injectors, instead you can get native KB+M support, dual analog, etc.

    • dracs@programming.dev
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      27 days ago

      The ROM in this case is only used for game assets, like maps, models, and textures. All the game logic in native code. This allows is to be easily modified to add in new features without trying to hack it into a 20 year old game/console.

      • Ms. ArmoredThirteen@lemmy.ml
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        27 days ago

        Is this kind of like OpenMW or OpenXcom? But more broad as the recompilation process can be applied to multiple games on that platform?

        • cheet@infosec.pub
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          27 days ago

          Yeah this is a good analogy, except it comes from tooling that would allow any n64 game to be converted with some work.

          Like an openmw generator for any Bethesda game.

        • dracs@programming.dev
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          27 days ago

          It’s a bit similar. However this goes a bit further than I understand those projects do. They’re creating a game like the original. With this decompilation project, if you use the N64 compiler you will get a ROM which is 100% identical to the original.

    • mindlight@lemm.ee
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      27 days ago

      This repository and its releases do not contain game assets. The original game is required to build or run this project.

      Nintendo might try but there wouldn’t be much substance in such claim.

        • equivocal@lemm.ee
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          27 days ago

          This doesn’t contain the game code either. It takes a user-supplied ROM and converts it to an executable. Nintendo do not own the code that performs the conversion.

        • smeg@feddit.uk
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          27 days ago

          Usually the code for this sort of thing is entirely reverse-engineered

  • SidewaysHighways@lemmy.world
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    27 days ago

    I think there’s a few now and can’t remember which one of them I pulled, (probably this one)

    But it is awesome! Excellent way to replay Majora’s Mask or experience it for the first time.

  • Glemek@lemmy.world
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    27 days ago

    Does anyone know if there is a an open project to make more closely integated combined randomizers for OoT and Majora’s Mask from the decompiled versions?

    • wizardbeard@lemmy.dbzer0.com
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      27 days ago

      The Ship of Harkinian OoT decomp team have moved on to 2 Ship 2 Harkinian for MM, which is rapidly catching up to this separate static decomp project. I’d imagine that once it is done the individual randomizer comes next, then combined.

      If you don’t care about it running as a PC port, there already is a combined rando that results in an n64 rom.

      • Glemek@lemmy.world
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        27 days ago

        I’ve played the rom multiworld randomizer and like it a lot! I guess my longshot hope, and I don’t know if it would be feasible even from the decomp, is a single-world entrance randomizer with similar items merged, and the ability to use OoT items in MM and vice versa.