A reimplementation of Zelda 3.
This is a reverse engineered clone of Zelda 3 - A Link to the Past.
It's around 70-80kLOC of 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.
The game also supports enhanced aspect ratios of 16:9 or 16:10 (see ExtendedAspectRatio in zelda3.ini). It also supports MSU higher quality music soundtracks.
- the
libsdl2-dev
library- Windows: automatically installed with NuGet
- Ubuntu:
apt install libsdl2-dev
- macOS:
brew install sdl2
- a
tables/zelda3.sfc
US ROM file (for asset extraction step only)- SHA256 :
66871d66be19ad2c34c927d6b14cd8eb6fc3181965b6e517cb361f7316009cfb
.
- SHA256 :
- The
pillow
andpyyaml
python dependencies used by the assets extractor.python -m pip install -r requirements.txt
Look at the wiki at https://github.com/snesrev/zelda3/wiki for more help.
First extract and compile resources.
cd tables
Run python3 extract_resources.py
to extract resources from the ROM into a more human readable format.
Run python3 compile_resources.py
to produce .h files that get included by the C code.
Then build the .sln file with Visual Studio.
make
Advanced make usage ...
make -j$(nproc) # run on all core
make clean all # clear gen+obj and rebuild
CC=clang make # specify compiler
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 |
The keys can be reconfigured in zelda3.ini
Additionally, the following commands are available:
Key | Action |
---|---|
W | Fill health/magic |
Shift+W | Fill rupees/bombs/arrows |
Ctrl+E | Reset |
P | Pause (with dim) |
Shift+P | Pause (without dim) |
Ctrl+Up | Increase window size |
Ctrl+Down | Decrease window size |
T | Toggle replay turbo |
O | Set dungeon key to 1 |
K | Clear all input history from the joypad log |
L | Stop replaying a shapshot |
R | Toggle between fast and slow renderer |
F | Display renderer performance |
F1-F10 | Load snapshot |
Alt+Enter | Toggle Fullscreen |
Shift+F1-F10 | Save snapshot |
Ctrl+F1-F10 | Replay the snapshot |
1-9 | run a dungeons playthrough snapshots |
Ctrl+1-9 | run a dungeons playthrough in turbo mode |
This project is licensed under the MIT license. See 'LICENSE.txt' for details.