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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/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. 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.

Checking out

This project makes use of submodules, and as such requires use of the --recursive option when running git clone.

Alternatively, if you missed this step, you can run git submodule update --init --recursive to fetch the submodules later.

Compiling

Put the ROM in tables/zelda3.sfc

cd tables

Install python dependencies: pip install pillow and pip install pyyaml

Run python extract_resources.py to extract resources from the ROM into a more human readable format.

Run python compile_resources.py to produce .h files that gets included by the C++ code.

Microsoft Visual Studio:

Open the project using the "Open Folder" option of Visual Studio. MSVC will detect the CMakeLists file automatically. Select "zelda3.exe" as your startup item, and then you can compile and run with a single click.

Alternatively, you could install CMake separately,and use that to generate a standard MSVC solution.

Unix/Linux/BSD or Windows with MinGW/MSYS2

Make sure the cmake package installed and run the following commands:

mkdir build
cd build
cmake .. && make

The zelda3 binary will now be in the build directory.

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 D
R C

Additionally, the following commands are available:

Key Action
W Fill health/magic
E Hard reset
P Pause
T Toggle replay turbo
K Clear all input history from current snapshot
F1-F10 Load snapshot
Shift+F1-F10 Save snapshot
Ctrl+F1-F10 Replay the snapshot

Additionally, there are a bunch of included playthrough snapshots that play all dungeons of the game. You access them with the digit keys. If you want to replay the stage in turbo mode, press Ctrl+Digit (eg Ctrl-5).

License

This project is licensed under the MIT license. See 'LICENSE.txt' for details.

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  • C++ 87.9%
  • C 7.5%
  • Python 4.6%