The Legend of Zelda: The Minish Cap
Sobre el proyecto
The Legend of Zelda: The Minish Cap, conocido en Japón como Zelda no Densetsu: Fushigi no Bōshi , es el duodécimo videojuego de la saga The Legend of Zelda, desarrollado por Flagship bajo la supervisión de Nintendo. The Minish Cap es el primer título original de la saga para consola portátil tras la reedición de The Legend of Zelda: A Link to the Past junto con el primer Zelda multijugador, The Legend of Zelda: Four Swords. El juego llegó a Game Boy Advance en noviembre de 2004 en Japón y Europa, y a principios de 2005 en Estados Unidos y Australia.
9 versiones de The Legend of Zelda: The Minish Cap
Estás viendo: The Legend of Zelda: The Minish Cap
The Legend of Zelda: The Minish Capgithub.com/MatheoVignaud/tmc
Minish Cap (Android, dual screen)github.com/samyost1/tmc-android
Minish Cap (Switch, Alek's Edition)github.com/Alexgg1014/The-Legend-of-Zelda-The-Minish-Cap-Alek-s-Ultimate-NX-Edition
Project Picori (Minish Cap PC)github.com/999sian/tmc
auto tmc (StonedModder)github.com/StonedModder/auto-tmc
Project Picori (Nintendo 64)github.com/999sian/picori-n64
The Legend of Zelda: The Minish Cap (mstan)github.com/mstan/MinishCapRecomp
The Minish Cap Decompilationgithub.com/zeldaret/tmcInformación oficial del proyecto
The Legend of Zelda: The Minish Cap
A decompilation of The Legend of Zelda: The Minish Cap (GBA, 2004) — and a work-in-progress native PC port built on top of it.
The decompilation reconstructs the original C source from the GBA ROM using static and dynamic analysis. The PC port compiles that source for x86-64 Linux, Windows, and macOS (Apple Silicon and Intel), replacing GBA hardware with SDL3, a software PPU renderer, and the agbplay audio engine.
Supported ROMs
A copy of the original game is required to build either the ROM or the PC port.
| Version | Filename | SHA1 |
|---|---|---|
| USA | baserom.gba | b4bd50e4131b027c334547b4524e2dbbd4227130 |
| EU | baserom_eu.gba | cff199b36ff173fb6faf152653d1bccf87c26fb7 |
| JP | baserom_jp.gba | 6c5404a1effb17f481f352181d0f1c61a2765c5d |
| USA Demo | baserom_demo_usa.gba | 63fcad218f9047b6a9edbb68c98bd0dec322d7a1 |
| JP Demo | baserom_demo_jp.gba | 9cdb56fa79bba13158b81925c1f3641251326412 |
The PC port currently supports USA and EU.
PC Port — Pre-built releases (recommended)
Pre-built tarballs are published on the Releases page. They contain just two binaries plus the audio metadata file:
asset_extractor sounds.json tmc_pc
Setup, once:
-
Download
tmc-usa-{linux,windows}-<version>.tar.gzand unpack it anywhere. -
Drop your own
baserom.gbanext to the binaries (this repo does not ship the ROM). -
Run the extractor once. It writes
assets/andassets_src/next to itself:./asset_extractor # Linux asset_extractor.exe # Windows -
Run the game:
./tmc_pc # Linux tmc_pc.exe # Windows (double-click works)
The binaries resolve baserom.gba, sounds.json, and the extracted asset
trees relative to their own location, so the install directory can be
anywhere — no cd dance required.
PC Port — Build from source
Place your ROM in the repository root, then run:
python3 build.py
The script will:
- Check and prompt to install missing dependencies (xmake, SDL3, libpng, fmt, nlohmann-json)
- Initialize git submodules automatically
- Scan for ROM files and verify their checksums
- Let you choose USA, EU, or both
- Extract and convert assets from your ROM
- Compile the native binary for your platform
- Place everything under
dist/<VERSION>/
Run the result:
cd dist/USA
./tmc_pc
Saves are written to tmc.sav in the working directory.
Dependencies
Linux (Arch / CachyOS):
sudo pacman -S xmake sdl3 libpng fmt nlohmann-json git curl
Linux (Ubuntu / Debian):
sudo apt install xmake libsdl3-dev libpng-dev libfmt-dev nlohmann-json3-dev git curl
macOS (Apple Silicon or Intel):
xcode-select --install # Apple's compiler + git
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" # Homebrew, if you don't have it
brew install xmake pkg-config fmt nlohmann-json libpng libomp
What each piece does, in plain English:
- Xcode Command Line Tools — Apple's C/C++ compiler (
clang), linker, andgit. You can't build any native code on a Mac without them, and Homebrew won't install them for you. - Homebrew — the package manager that fetches everything else. If you've never used a Mac for development, this is the one prerequisite you'll always end up installing.
- xmake — the build system that drives the whole compile (think
make/cmake, but it auto-downloads any C/C++ libraries that aren't already on your system). - pkg-config — a tiny tool xmake uses to ask "where did Homebrew put libpng?". Without it, xmake can't find the brew-installed libraries and will rebuild them itself (slow and sometimes broken).
- fmt and nlohmann-json — small C++ helper libraries the asset tools and game code use for text formatting and JSON parsing.
- libpng — needed by the GBA graphics tools to read and write PNG sprite sheets.
- libomp — Apple Clang doesn't ship with an OpenMP runtime, so VirtuaPPU's parallel scanline renderer needs Homebrew's
libomp. If it's missing, the build still works but falls back to a single-threaded path. - SDL3 — the cross-platform window/input/audio layer. Not in the brew list because xmake builds its own copy automatically on macOS (the Linux path uses the system one when available, but on macOS the bundled build is the default and Just Works).
Windows: Install xmake and git. SDL3 and other libraries are downloaded automatically by xmake.
PC port (work in progress)
This fork includes an experimental PC build target (tmc_pc) that runs the
decompiled game natively via SDL3 + a software PPU (libs/ViruaPPU). The port
is WIP — many rendering and gameplay paths are still rough.
Tested platforms:
- Linux (Wayland preferred, X11 fallback)
- Windows via MinGW static link
- macOS (Apple Silicon and Intel) via
python3 build.py— builds cleanly with Homebrew + Xcode Command Line Tools; lightly tested compared to Linux/Windows, so please file issues if you hit anything.
Build with xmake build tmc_pc; the binary lands in build/pc/. As of
0.1.1 the binary resolves baserom.gba, sounds.json, and the asset
trees relative to its own path (and falls back to cwd in dev), so it
works whether you cd build/pc && ./tmc_pc or invoke it from elsewhere.
What's fixed and what's still broken
See CHANGELOG.md for the per-release notes. 0.1.2 is the latest published release on MatheoVignaud/tmc; newer PC-port work in this branch is not published as a release yet.
The window title shows the running port version — please include it when filing issues.
Controls
| Action | Keyboard | Gamepad |
|---|---|---|
| Fast-forward (hold) | Tab | Right trigger |
| Toggle fullscreen | F11 / Alt+Enter | — |
| Cycle upscaler | F12 | — |
| Capture bug report | F9 | — |
| Open debug menu | F8 | — |
| Quicksave | F5 | — |
| Quickload | F6 | — |
Default upscaler is nearest-neighbor (sharp pixels). F12 cycles through xBRZ 4× and linear modes.
Nix
A flake.nix is provided with all dependencies. Run the port directly with:
nix run
Or enter a development shell:
nix develop
ROM Build (GBA)
To rebuild the original GBA ROM you also need the arm-none-eabi toolchain and agbcc. See INSTALL.md for full instructions.
xmake rom
Contributing
All contributions are welcome — decompilation, port improvements, tools, and documentation.
| AI tool | Usage |
|---|---|
| Copilot | Comments and commit messages |
| Cursor | Merges |
Most discussions happen on our Discord Server, where you are welcome to ask if you need help getting started, or if you have any questions regarding this project and other decompilation projects.
Third-party notice: agbplay
libs/agbplay_core contains code derived from:
- Project: agbplay
- Repository: https://github.com/ipatix/agbplay
- Author: ipatix and contributors
- License: GNU Lesser General Public License v3.0
The original agbplay project is licensed under the LGPL-3.0. The copied and modified files in this directory remain under that license.
The rest of this repository is not automatically relicensed as LGPL-3.0 solely because it links to or uses this LGPL component.