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Mario & Luigi: Dream Team (MILLI4C)
PORTSNATIVE

Mario & Luigi: Dream Team (MILLI4C)

NATIVE PORTPLATFORMERWINDOWSALPHA

Mario & Luigi: Dream Team (MILLI4C)

Mario & Luigi: Dream Team

OriginNintendo 3DS

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Mario & Luigi: Dream Team, conocido en Europa y Australia como Mario & Luigi: Dream Team Bros., es un videojuego de rol desarrollado por AlphaDream y publicado por Nintendo para la Nintendo 3DS. Sucesor de Bowser's Inside Story (2009), es la cuarta entrega de la serie Mario & Luigi, que forma parte de la franquicia Mario.

Official project information

Author's original READMEOpen on GitHub ↗

MILLI4C

A work-in-progress decompilation of Mario & Luigi: Dream Team targeting the US 1.0 release, with plans to expand to additional versions over time.

This is currently maintained by one person, so progress will be steady but slow. Hoping to get done by 2032, lmao.


Disclaimer

You must provide your own legally obtained copy of Mario & Luigi: Dream Team. Place the decompressed code.bin at:

data/<version>/code.bin

Supported versions: US_1.0


Goals

  • 1:1 matching decompilation of the US 1.0 code.bin
  • Expand to additional regional versions over time
  • CRO support is planned but not yet targeted
  • RomFS building is out of scope
  • A PC port is not a goal of this project, though forks are welcome once complete

Building

Requirements

  • ARMCC 4.1 Build 894, you can obtain this at developer.arm
  • DevkitARM
  • Windows (Linux support is untested and may not work)

Setup

Set the following environment variables:

Variable Name (Not op)Example Path
ARMCC_PATHC:\path\to\ARMCC\894
ARMCC41LIBC:\path\to\ARMCC\894\lib
ARMCC41INCC:\path\to\ARMCC\894\include\windows

Building

Run tools/Build.py. This will produce:

  • code.bin
  • MILLI4C.axf
  • Various object files

Note: The Build.py method is temporary, borrowed from Moddimations' SM3DL Decomp project.


CRO Creator Config

Each CRO module has the following config files under data/RO/<ModuleName>/:

imports.csv — Defines imported symbols. Format:

Symbol,Patch,NumberBy0x4,RelocType,Add0
_ZN10RealSystemC1EPK13FieldBootInfo,0,0x00,2,0

SHA256.csv — Overrides the SHA256 in the RO header. Format:

hash0,1,2,3:<sha256value>

static.crs — Generated from data/Version/<VER>/static_symbols.csv. Format:

SymbolMangledOrNot,index,offset
_ZN2nn2ro10InitializeEPvjS0_jb,0,0

Symbols are generated in order of appearance.

VTable config — enable_rtti = true if the user desires to enable RTTI generation.

CROs can import from a ModuleLib which can used by all CROs.


Contributing

All contributions are appreciated — whether that's Ghidra work, decompilation, tooling, or documentation.

Join the Discord to get involved:

https://discord.gg/dQ4xEerM9m

as well as 3DS Game Decompilation:

https://discord.gg/mYq7Ebt6Hh

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Platformer
Status
alpha
Original platform
Nintendo 3DS
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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