a6f3acf5b7
* Squashed commit of the following: commit 1fe03a4a787693616c56f59622bcaae8fd53b30b Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 21:04:15 2023 -0700 data types commit 7c8432f88236c42c17998d51e820b5e219f3c326 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 12:39:13 2023 -0700 Destroy commit f60eb3923b24bc87bb31ba783676c6a50d48e9b8 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 12:15:33 2023 -0700 compile fix commit e2f78d557f223c2552a046470578d154c29e473b Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 13:37:33 2023 -0700 Timer functions commit 447e234e6324a5b0958e9e94c5cda53703abada2 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 02:40:10 2023 -0700 fix commit 4670fd790b16a15b5797d50bc3cd1f6e2c9e890d Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 02:39:04 2023 -0700 improvements commit 7f70bce1eefe550fe6bef193e7ee54948af354b6 Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 03:42:47 2023 -0700 Update legoinputmanager.cpp commit 0d3433a75d2b20a3fff1da8147ce502b279b1e9c Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 03:38:32 2023 -0700 Add ReleaseDX commit 72d27fd402efb37da1ce8c41a3350df66c99db1d Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 02:27:12 2023 -0700 Update CMakeLists.txt commit 09626a62f9d2c56a523ca582be95a4dfb29ee188 Author: ecumber <ecumber05@gmail.com> Date: Mon Jul 3 13:48:46 2023 -0700 Move to new branch * Squashed commit of the following: commit d9148242a322ec54750c89357a0db2154310907d Author: ecumber <ecumber05@gmail.com> Date: Sun Jul 16 23:56:54 2023 -0700 Update legoinputmanager.cpp commit 983d08650eb3df0b9103761b4023a6d3395686b2 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 21:04:15 2023 -0700 data types commit 4e8aac36ece6f3d7cfff39432ebc4e731876fb75 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 12:39:13 2023 -0700 Destroy commit 907801567a8c93ebd242b25b4aa2b00d38eaedc8 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 12:15:33 2023 -0700 compile fix commit 91a5f75e938d796f153cc872e46acef2c342818c Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 13:37:33 2023 -0700 Timer functions commit e77f08f5358b6cc4ee41583f70281c40b95bea29 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 02:40:10 2023 -0700 fix commit 30d204b7734a56b4140a3bf53c9825126a1f80c7 Author: ecumber <ecumber05@gmail.com> Date: Thu Jul 6 02:39:04 2023 -0700 improvements commit dd4ff493355796c41a6fb328fda1892c0f1fec0a Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 03:42:47 2023 -0700 Update legoinputmanager.cpp commit 852658cdbc0e6f792a6a79dfc77df3539ea4a15a Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 03:38:32 2023 -0700 Add ReleaseDX commit 430d4e100811bc00dc983a9fe78aa1482fb92f7f Author: ecumber <ecumber05@gmail.com> Date: Tue Jul 4 02:27:12 2023 -0700 Update CMakeLists.txt commit 6fb94f007613e920b1d64775b7b76cb721482884 Author: ecumber <ecumber05@gmail.com> Date: Mon Jul 3 13:48:46 2023 -0700 Move to new branch * Fixes * Remove obsolete stuff * Fixes --------- Co-authored-by: Christian Semmler <mail@csemmler.com> |
||
---|---|---|
.github/workflows | ||
3rdparty | ||
ISLE | ||
LEGO1 | ||
tools | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
CMakeLists.txt | ||
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.
- 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. 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.