f8b1995a83
* MxPalette - add missing member variables, Detach function * mb * MxPalette: give bob the builder his constructor * push progress, gn * avoid hexadecimal Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com> * fix MxPalette::GetDefaultPalette Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com> * aaaaaaaaaaaaaa * Revert "fix MxPalette::GetDefaultPalette" This reverts commit 63f2215737d3bcd286f67dcf1a04fdf8a234d41b. * Implement MxPalette::Clone (doesn't match) * fix MxPalette structure and match ctor/dtor * Matching progress for MxPalette::GetDefaultPalette * Implement ApplySystemEntriesToPalette except the memcpy calls * implement SetSkyColor (doesn't match) * Use MxTypes instead of generics * prefer decimal values than hex for m_entries * Update mxpalette.cpp * Push MxPalette progress - read comments in code. * improved MxPalette::operator==, will be 100% when MSVC feels like making it so * improved MxPalette::SetSkyColor, will be 100% when MSVC feels like making it so * improved MxPalette::Clone, will be 100% when MSVC feels like making it so * Fixes - reordered the functions in order of where they are in the hex because recmp.py sometimes kept saying it couldn't find the symbol (??) - clone returns a pointer, not a ref - worked a bit on setpalette/applysysentriestopalette * Match GetDefaultPalette a bit more * fix: MxPalette::GetDefaultPalette is now 100% matching * fix: MxPalette::ApplySystemEntriesToPalette is now 100% matching * tidy: rename `DC` var in GetDefaultPalette to `hdc` * fix: MxPalette::SetPalette is now functionally matching Not assembly matching yet because of MSVC weirdness. At some point it will probably start matching, because the structure seems to be accurate. * fix: MxPalette rgbquad ctor functionally matches Not quite ASM matching yet because of weird register allocation mismatches. * fix: I forgot to commit mxpalette.h... * tidy: use Mx* primitives instead of builtins * refactor: remove MxPalette::FromBitmapPalette * fix: call ApplySystemEntriesToPalette from MxPalette(const RGBQUAD *) * rename MxPalette::SetPalette to MxPalette::SetEntries * fix: I once again forgot to commit mxpalette.h... * feat: add/match MxPalette::Reset [0x100BF490] * fix: add MVideoManager() to mxomni header * refactor: change unk50 in MxVideoManager to LPDIRECTDRAW * feat: add/match MxPalette::CreateNativePalette [0x100BF000] * fix: MxPalette::SetSkyColor is 100% matching * Annotate MxPalette members' offsets * Annotate the global default aplette * use hex size * remove unnecessary variable offset listing * Update LEGO1/mxpalette.cpp --------- Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com> Co-authored-by: Christian Semmler <mail@csemmler.com> Co-authored-by: ktkaufman03 <ktkaufman@wpi.edu> Co-authored-by: MattKC <34096995+itsmattkc@users.noreply.github.com> |
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CONTRIBUTING.md | ||
README.md |
LEGO Island Decompilation
Development Vlog | Contributing | Matrix | Forums | Patreon
This is a work-in-progress decompilation of LEGO Island version 1.1. It aims to be as accurate as possible, matching the recompiled instructions to the original machine code as much as possible. The goal is to provide a workable codebase that can be modified, improved, and ported to other platforms later on.
Status
Currently ISLE.EXE
is completely decompiled and behaves identically to the original. A handful of stubborn instructions are not yet matching, however we anticipate they will as more of the overall codebase is implemented.
LEGO1.DLL
is still very much incomplete and cannot be used at this time. Instead, if you want to test this, it is recommended to pair the recompiled ISLE.EXE
with the LEGO1.DLL
from the original game.
Building
This projects uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. For the most accurate results, it is recommended to use Microsoft Visual C++ 4.20 (the same compiler used to build the original game). Since we're trying to match this to the original executable as closely as possible, all contributions will be graded with the output of this compiler.
These instructions will outline how to compile this repository into an accurate instruction-matching binary with Visual C++ 4.2. If you wish, you can try using other compilers, but this is at your own risk and won't be covered in this guide.
Prerequisites
You will need the following software installed:
- Microsoft Visual C++ 4.2. This can be found on many abandonware sites, but the installer can be a little iffy on modern versions of Windows. For convenience, I made a portable version that can be downloaded and used quickly instead.
- DirectX 5 SDK. Similarly, this can be found on many abandonware sites.
- CMake. A copy is often included with the "Desktop development with C++" workload in newer versions of Visual Studio, however it can also be installed as a standalone app.
Compiling From Command Line
- Open a Command Prompt (
cmd
). - From Visual C++ 4.2, run
BIN/VCVARS32.BAT x86
to populate the path and other environment variables for compiling with MSVC. - Make a folder for compiled objects to go, such as a
build
folder inside the source repository (the folder you cloned/downloaded to). - In your Command Prompt,
cd
to the build folder. - Configure the project with CMake by running:
cmake <path-to-source> -G "NMake Makefiles" -DCMAKE_BUILD_TYPE=RelWithDebInfo
- Replace
<path-to-source>
with the source repository. Can be..
if your build folder is inside the source repository. RelWithDebInfo
is recommended because it will produce debug symbols useful for further decompilation work. However, you can change this toRelease
if you don't need them.Debug
builds are not recommended because they are unlikely to be compatible with the retailLEGO1.DLL
, which is currently the only way to really use this decomp.NMake Makefiles
is most recommended because it will be immediately compatible with Visual C++ 4.2. For faster builds, you can useNinja
(if you have it installed), however due to limitations in Visual C++ 4.2, you can only buildRelease
builds this way (debug symbols cannot be generated withNinja
).
- Build the project by running
nmake
orcmake --build <build-folder>
- When this is done, there should a recompiled
ISLE.EXE
andLEGO1.DLL
in the build folder.
If you have a CMake-compatible IDE, it should be pretty straightforward to use this repository, as long as you can use VCVARS32.BAT
and set the generator to NMake Makefiles
.
Usage
Simply place the compiled ISLE.EXE
into LEGO Island's install folder (usually C:\Program Files\LEGO Island
or C:\Program Files (x86)\LEGO Island
). Unless you're a developer, disregard the compiled LEGO1.DLL
for now as it is too incomplete to be usable. Alternatively, LEGO Island can run from any directory as long as ISLE.EXE
and LEGO1.DLL
are in the same directory, and the registry keys point to the correct location for the asset files.
Contributing
If you're interested in helping/contributing to this project, check out the CONTRIBUTING page.
Additional Information
Which version of LEGO Island do I have?
Right click on LEGO1.DLL
, select Properties
, and switch to the Details
tab. Under Version
you should either see 1.0.0.0
(1.0) or 1.1.0.0
(1.1). Additionally, you can look at the game disc files; 1.0's files will all say August 8, 1997, and 1.1's files will all say September 8, 1997. Version 1.1 is by far the most common, especially if you're not using the English or Japanese versions, so that's most likely the version you have.
SmartHeap
Both ISLE.EXE
and LEGO1.DLL
were originally statically linked with SmartHeap, a drop-in replacement for malloc/free that presumably provides better heap memory management on the old low-memory (16MB) systems this game was designed for. Unfortunately, acquiring SmartHeap legally is expensive, and the chances of acquiring the exact same version used by Mindscape in the late 90s is very low. Since it's a drop-in binary-compatible replacement, this decomp can just stick with the standard malloc/free functions while still achieving matching assembly on a per-function level, however the resulting binaries will never be byte accurate as a result of this. If you notice significant size disparities, particularly in ISLE.EXE, the lack of statically linked SmartHeap libraries is why.