You'll need Linux, a Linux VM, or Windows 10 (WSL) to work on this project. For WSL, we've included `windows_termainl.bat` under tools that you can use to quickly spin up a terminal for your default distro set using `wsl --set-default <Distro>`.
Our install script does not yet support distros other than Ubuntu, Arch, and their derivatives. Please consider contributing to the script if you use another distro!
#### Base ROM
You'll need a Paper Mario (USA) ROM to work on this project. Copy it into the root directory of the repository with the name `baserom.z64`.
#### Install tools and extract ROM
```sh
$ make setup
```
### Compile the game
```sh
$ make
```
If you get `OK`, you're all set! Otherwise, please feel free to reach out to us in [our Discord channel](https://discord.gg/urUm3VG).
## Contributing
### Dependencies
There are a few additional dependencies needed when contributing to this project. You can install them with `./install.sh --extra`.
### Rebuilding
Setting the `PM_HEADER_REBUILD` environment variable will cause `make` to rebuild all `.c` files whenever a `.h` file is modified.
```sh
$ PM_HEADER_REBUILD=1 make
```
If you use Visual Studio Code, you can use _Run Build Task_ (Ctrl+Shift+B) to run `make`. Any errors or warnings generated by the compiler will show up in the _Problems_ tab.
### Matching a function
#### Setup
Once you've created a successful (`OK`) build, copy `build/` to `expected/build/`:
```sh
$ mkdir -p expected
$ cp -r build expected
```
#### Roughly converting assembly to C
Decide on a function to match. These can be found in the subdirectories of `asm/nonmatchings/`. Currently, functions which use float constants, data sections, or jump tables are unmatchable.
Take the relevant `.s` file and pass it to [mips_to_c](https://github.com/matt-kempster/mips_to_c) ([web version](https://simonsoftware.se/other/mips_to_c.py)).
You can also use mips_to_c locally installed to a destination of your choice. Then register a function in `~/.bashrc` that calls `path/to/mips_to_c.py (with args)`:
printf "\nmipstoc \033[0;31marg1 - the nonmatching asm file\033[0m \033[0;34marg2 - the target function\033[0m \033[0;33margN - any of the optional mips_to_c.py flags\033[0m";
Open up the relevant `.c` file and replace the function's `INCLUDE_ASM` macro with the output from mips_to_c. Run the following command to attempt to compile, replacing `function_name` with the name of the function you're working with:
```sh
./diff.py -mwo function_name
```
Fix any errors and rerun `diff.py`. This will involve typing the function signature correctly, which you will probably find in [Star Rod's library database](https://github.com/nanaian/star-rod/blob/master/database/common_func_library.lib). See also [common_structs.h](include/common_structs.h).
Once a successful build is made, `diff.py` will show you the difference between the original game's assembly (on the left) and what your C code generated (on the right).
You're on your own now. Get your C code compiling to match the original assembly! `diff.py`, when running, will automatically recompile your code whenever you save the `.c` file.
If you use Visual Studio Code, you can use _Run Test Task_ to run `diff.py` and show you errors and warnings from the compiler inline. You might want to attach _Run Test Task_ to a keybinding, as you'll be using it often.
If `format.sh` has any problems with your code, go and fix the issues. If you can't fix a warning without making the function not match anymore, append `// NOLINT` to the offending line.