/perfect_dark

64-bit port of fgsfds/perfect_dark

Primary LanguageCMIT LicenseMIT

Perfect Dark port

This repository contains a work-in-progress port of the Perfect Dark decompilation 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 only 32-bit platforms are supported, namely x86 Windows and Linux.
Note that 32-bit binaries will still work on 64-bit versions of those platforms, though you might have to install some additional libraries.

Download

Latest automatic builds for supported platforms:

If you are looking for netplay builds (the port-net branch), see this link.

Running

You must already have a Perfect Dark ROM to run the game, as specified above.

  1. Create a directory named data next to pd.exe if it's not there.
  2. Put your Perfect Dark NTSC ROM named pd.ntsc-final.z64 into it.
  3. Run pd.exe.

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, EXE name pd.pal.exe.
  • JPN: ROM name pd.jpn-final.z64, EXE name pd.jpn.exe.

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.

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-Leftor A + X

Building

Windows

  1. Install MSYS2.
  2. Open the MINGW32 prompt. (NOTE: not the MSYS prompt or the MINGW64 prompt)
  3. Install dependencies:
    pacman -S 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-port/pd.exe.
  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 32-bit versions of SDL2 (version 2.0.12+), libGL and ZLib installed on your system.
    • On a 64-bit system you also need to have gcc-multilib and g++-multilib (or your distro's analogues) installed.
  2. Get the source code:
    git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark
  3. Run the following command:
    • On a 64-bit system: make -f Makefile.port TARGET_PLATFORM=i686-linux
    • On a 32-bit system: 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.
  4. The resulting executable will be at build/ntsc-final-port/pd.exe.

Currently only i686-linux and i686-windows are supported, using gcc -m32 and i686-w64-mingw32-gcc as compilers, respectively.
Alternate compilers can be specified by passing TOOLCHAIN=i686-whatever- as a command line argument.

You can build an executable with PAL or JPN ROM support by adding ROMID=pal-final or ROMID=jpn-final to the make command.
You will need to provide a jpn-final or pal-final ROM to run those, named pd.jpn-final.z64 or pd.pal-final.z64.

It might be possible to build a 32-bit ARM executable, but this has not been tested.

Credits

  • the original decompilation project authors;
  • doomhack for the only other publicly available PD porting effort I could find;
  • sm64-port authors for the audio mixer and some other changes;
  • Ship of Harkinian team, Emill and MaikelChan for the libultraship version of fast3d that this port uses;
  • lieff for minimp3;
  • Mouse Injector and 1964GEPD authors for some of the 60FPS- and mouselook-related fixes;
  • NicNamSam for the icon;
  • everyone who has submitted pull requests and issues to this repository and tested the port;
  • probably more I'm forgetting.