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Link's Awakening DX - Static Recompilation
PORTSNATIVE

Link's Awakening DX - Static Recompilation

PORT NATIVOACCIÓN / AVENTURAWINDOWSLINUXMACOSALPHA

Link's Awakening DX - Static Recompilation

The Legend of Zelda: Link's Awakening DX

OrigenGame Boy / Game Boy Color

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

The Legend of Zelda: Link's Awakening DX es un videojuego de acción y aventura publicado por Nintendo en 1998.

4 versiones de The Legend of Zelda: Link's Awakening DX

Estás viendo: Link's Awakening DX - Static Recompilation

Link's Awakening DX - Static Recompilationgithub.com/sp00nznet/LinksAwakening
Windows
Linux
macOS
Actual
Link's Awakening DX (multi-platform port)github.com/sp00nznet/linksawakening-portable
Por confirmar
›
Link's Awakening DX HD (Switch)github.com/Alexgg1014/The-Legend-of-Zelda-Link-s-Awakening-DX-HD-Alek-s-Ultimate-NX-Edition
Por confirmar
›
The Legend of Zelda: Link's Awakening DX - LADXHD Updatedgitlab.com/bighead.0/ladxhd_updated
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Link's Awakening DX — Static Recompilation

The Legend of Zelda: Link's Awakening DX (Game Boy Color, 1998), recompiled from the ROM into native C and built as a Windows program. There's no emulator: the game's code runs as compiled C, with a small interpreter for the few jumps the recompiler can't resolve ahead of time. You supply your own ROM; no game code is distributed here.

Part of the sp00nznet recomp projects, built on the gb-recompiled toolkit and following the same house style as the other recomp repos (generated code is never committed, --headless --record on every port).

Status

v0.1.0, usable. Plays from boot through dungeons on Windows. Single-player only; the co-op overlay lives in la-mp.

AreaState
CPU, banking (MBC5), interruptsWorking
PPU: CGB palettes, VRAM/WRAM banking, HDMA, double speedWorking
Audio (2× pulse, wave, noise)Working
Battery save (SRAM) and save statesWorking
Keyboard and gamepad, rebindableWorking
Headless run and MP4 recordingWorking
Conformance harnessNot yet (see ROADMAP.md)

Tested ROM: Legend of Zelda, The - Link's Awakening DX (USA, Europe) (Rev 2), SHA-1 1c091225688d966928cc74336dbef2e07d12a47c. Other revisions are untested.

Screenshots

Title ScreenFile SelectOwl Dialogue
TitleFile SelectOwl
Mysterious ForestTail CaveSide-Scrolling
ForestTail CaveSide-Scrolling

Getting Started

You need Windows 10 or 11 and your own Link's Awakening DX ROM (.gbc, or a .zip containing one).

Installer (easiest)

  1. Download LinksAwakening-Recomp-Installer-windows-x64.exe from the latest release.
  2. Run it and choose the folder your ROM is in (the .gbc, or a .zip with it inside). Windows SmartScreen asks first, because the installer isn't signed: More info, then Run anyway.
  3. Press Build. It downloads this repo and the toolkit, installs MSYS2 if it's missing, recompiles your ROM and builds the game (5–15 minutes the first time), then shows a Play button.

The installer is recomp-launcher with launcher/launcher.json; all it does is run Setup.cmd's script with -Yes -Game <your folder>.

Quick start

  1. Download this repo: Code → Download ZIP, and unzip it anywhere.
  2. Double-click Setup.cmd.
  3. Answer its questions. It installs MSYS2 and the compiler packages if they're missing (it asks first), looks for your ROM in Downloads, Desktop and Documents (or asks for the path), recompiles it, and builds the game. The first build takes 5–15 minutes.
  4. Double-click Link's Awakening DX (recomp) in the folder.

If it stops, it prints one line saying what to do, and the details are in setup.log. Rerun Setup.cmd after fixing it; finished steps are skipped. tools\setup.ps1 -Yes -Game <folder or file> runs it without questions.

Step by step

These are the same commands Setup.cmd runs.

  1. Install MSYS2 from https://www.msys2.org (or winget install -e --id MSYS2.MSYS2) to C:\msys64.
  2. Install the packages from any terminal:
    C:\msys64\usr\bin\pacman.exe -S --needed mingw-w64-x86_64-gcc mingw-w64-x86_64-cmake mingw-w64-x86_64-ninja mingw-w64-x86_64-SDL2 git
    
  3. Open a terminal with the MinGW tools first on PATH. In PowerShell:
    $env:PATH = "C:\msys64\mingw64\bin;C:\msys64\usr\bin;$env:PATH"
    
    Trip-up: if cmake --version doesn't say it came from C:\msys64, another CMake is earlier on PATH; open a new window and run the line above again.
  4. Get the source:
    git clone --recurse-submodules https://github.com/sp00nznet/LinksAwakening.git
    cd LinksAwakening
    
    (Already cloned without submodules? git submodule update --init --recursive. Filename too long? Run git config --global core.longpaths true first.)
  5. Copy your ROM into the folder as rom.gbc.
  6. Build the recompiler:
    cmake -S gbrecomp -B gbrecomp/build -G Ninja -DLA_HAS_MULTIPLAYER=OFF
    cmake --build gbrecomp/build --target gbrecomp
    
  7. Recompile the ROM to C (about 5 seconds):
    gbrecomp\build\bin\gbrecomp.exe rom.gbc -o gen
    
    This writes gen/rom.c (~109 MB), gen/rom_rom.c and gen/rom.h.
  8. Build the game (5–15 minutes the first time; rom.c is one huge file):
    cmake -S . -B build -G Ninja
    cmake --build build
    
  9. Run it: build\linksawakening.exe

Usage

linksawakening.exe [--headless] [--record OUT.mp4] [--frames N]
                   [--input SCRIPT] [--dump-frames DIR] [--screenshot-prefix P]
                   [--trace] [--trace-entries FILE] [--limit N] [--hw-trace FILE]
FlagPurpose
--headlessNo window and no audio device (safe over RDP); runs at normal speed
--record OUT.mp4Pipe every frame to ffmpeg (needs ffmpeg on PATH)
--frames NExit after N frames
--input SCRIPTReplay a deterministic input script
--dump-frames DIRWrite every frame as an image into DIR
--screenshot-prefix PPrefix for screenshots taken at runtime
--traceRuntime instruction trace
--trace-entries FILEPer-function trace to FILE
--limit NStop after N instructions (crash bisection)
--hw-trace FILEPer-scanline PPU state, to compare against SameBoy (tools/)

Record the first 30 seconds without opening a window:

build\linksawakening.exe --headless --frames 1800 --record intro.mp4

Controls

Game BoyKeyboardGamepad
D-padArrows / WASDD-pad / left stick
AZ / JA / Cross
BX / KB / Circle
StartEnterStart
SelectRight ShiftBack / Select

Save-and-quit combo (A+B+Start+Select) on a gamepad: A+B+X+Y. Bindings are rebindable from the Controller menu and saved to bindings.cfg next to the exe. The SRAM save is written next to the exe too.

Building from source

Step by step above is the build. How the pieces fit together, and why the generated C never enters the repo, is in docs/architecture.md. The SameBoy comparison tools are described in tools/README.md.

.
├── rom_main.c        entry point and CLI flags
├── CMakeLists.txt    builds gbrecomp/runtime + gen/ into linksawakening.exe
├── Setup.cmd         quick start (runs tools/setup.ps1)
├── gbrecomp/         submodule: sp00nznet/gb-recompiled (recompiler + runtime)
├── gen/              gitignored: recompiler output from your ROM
├── docs/             architecture
└── tools/            setup script, SameBoy tracer, trace comparator

Credits

  • Recompiler and runtime: arcanite24/gb-recompiled, with our changes in sp00nznet/gb-recompiled
  • Reference emulator for hardware traces: SameBoy by LIJI32 (MIT)
  • Game knowledge: the LADX-Disassembly contributors

License

The code in this repository is MIT.

That covers the tools, build files and documentation. It does not and cannot cover The Legend of Zelda: Link's Awakening DX itself: the game's code, art, audio and data belong to their rights holders, are not distributed here, and you need your own legitimate copy. The C that the recompiler generates from your ROM is a derivative of the game, is outside the MIT grant for the same reason, and is deliberately never committed.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
Game Boy / Game Boy Color
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
Publicidad