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* some educated guesses for unknown view manager names * Formatting * Pin pylint version * Use snake case for consistency (limited to this class) --------- Co-authored-by: Christian Semmler <mail@csemmler.com> |
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README.md |
LEGO Island Decompilation
Development Vlog | Contributing | Matrix | Forums | Patreon
This is a work-in-progress decompilation of LEGO Island (Version 1.1, English). 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 lacking some gameplay features but is generally workable. If you would like to use this, make sure to do so without interacting with save files created by the retail version, as there might still be some incompatibilities.
Building
This project 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 the output of this code to the original executables 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 accurate instruction-matching binaries 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, a portable version is available that can be downloaded and used quickly instead.
- 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
- 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
- Visual C++ 4.2 has issues with paths containing spaces. If you get configure or build errors, make sure neither CMake, the repository, nor Visual C++ 4.2 is in a path that contains spaces.
- Replace
<path-to-source>
with the source repository. This 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 use this decompilation for gameplay.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. - Note that
nmake
must be run twice under certain conditions, so it is advisable to always (re-)compile usingnmake && nmake
.
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
and LEGO1.DLL
into LEGO Island's install folder (usually C:\Program Files\LEGO Island
or C:\Program Files (x86)\LEGO Island
). 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 (usually HKEY_LOCAL_MACHINE\Software\Mindscape\LEGO Island
or HKEY_LOCAL_MACHINE\Software\Wow6432Node\Mindscape\LEGO Island
) point to the correct location for the asset files.
Contributing
If you're interested in helping or 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. Please note that some localized versions of LEGO Island were recompiled with small changes despite maintaining a version number parallel with other versions; this decompilation is specifically targeting the English release of version 1.1 of LEGO Island. You can verify you have the correct version using the checksums below:
- ISLE.EXE
md5: f6da12249e03eed1c74810cd23beb9f5
- LEGO1.DLL
md5: 4e2f6d969ea2ef8655ba3fc221a0c8fe