
Keep My Stuff
Keep your stuff after playing the Song of Time!
Last updated | a day ago |
Total downloads | 27 |
Total rating | 0 |
Categories | Mods |
Dependency string | carterisonline-Keep_My_Stuff-1.0.0 |
Dependants | 0 other packages depend on this package |
README
Keep My Stuff
Keep your stuff after playing the Song of Time! Supports keeping Rupees, Consumables (bombs, arrows), Bottle contents, and time speed (set by playing the Inverted Song of Time)
This code was lifted from the lovely people working on 2ship2harkinian. The source file used can be found here.
Building (with nix)
Unique to this project. Regular build instructions are further down. If you have Nix installed, run nix build .?submodules=1
. The compiled mod will be located at result/lib/<modname>.nrm
Tools
You'll need to install clang
and make
to build.
- On Windows, using chocolatey to install both is recommended. The packages are
llvm
andmake
respectively.- The LLVM 19.1.0 llvm-project release binary, which is also what chocolatey provides, does not support MIPS correctly. The solution is to install 18.1.8 instead, which can be done in chocolatey by specifying
--version 18.1.8
or by downloading the 18.1.8 release directly.
- The LLVM 19.1.0 llvm-project release binary, which is also what chocolatey provides, does not support MIPS correctly. The solution is to install 18.1.8 instead, which can be done in chocolatey by specifying
- On Linux, these can both be installed using your distro's package manager. You may also need to install your distro's package for the
lld
linker. On Debian/Ubuntu based distros this will be thelld
package. - On MacOS, these can both be installed using Homebrew. Apple clang won't work, as you need a mips target for building the mod code.
On Linux and MacOS, you'll need to also ensure that you have the zip
utility installed.
You'll also need to grab a build of the RecompModTool
utility from the releases of N64Recomp. You can also build it yourself from that repo if desired.
Building
- First, run
make
(with an optional job count) to build the mod code itself. - Next, run the
RecompModTool
utility withmod.toml
as the first argument and the build dir (build
in the case of this project) as the second argument.- This will produce your mod's
.nrm
file in the build folder. - If you're on MacOS, you may need to specify the path to the
clang
andld.lld
binaries using theCC
andLD
environment variables, respectively.
- This will produce your mod's
Updating the Majora's Mask Decompilation Submodule
Mods can also be made with newer versions of the Majora's Mask decompilation instead of the commit targeted by this repo's submodule. To update the commit of the decompilation that you're targeting, follow these steps:
- Build the N64Recomp repo and copy the N64Recomp executable to the root of this repository.
- Build the version of the Majora's Mask decompilation that you want to update to and copy the resulting .elf file to the root of this repository.
- Update the
mm-decomp
submodule in your clone of this repo to point to the commit you built in the previous step. - Run
N64Recomp generate_symbols.toml --dump-context
- Rename
dump.toml
anddata_dump.toml
tomm.us.rev1.syms.toml
andmm.us.rev1.datasyms.toml
respectively.- Place both files in the
Zelda64RecompSyms
folder.
- Place both files in the
- Try building.
- If it succeeds, you're done.
- If it fails due to a missing header, create an empty header file in the
include/dummy_headers
folder, with the same path.- For example, if it complains that
assets/objects/object_cow/object_cow.h
is missing, create an emptyinclude/dummy_headers/objects/object_cow.h
file.
- For example, if it complains that
- If RecompModTool fails due to a function "being marked as a patch but not existing in the original ROM", it's likely that function you're patching was renamed in the Majora's Mask decompilation.
- Find the relevant function in the map file for the old decomp commit, then go to that address in the new map file, and update the reference to this function in your code with the new name.