This repository contains a work-in-progress port of the Perfect Dark decompilation to modern platforms.
To run the port, you must already have a Perfect Dark ROM, specifically one of the following:
ntsc-final
/US V1.1
/US Rev 1
(md5e03b088b6ac9e0080440efed07c1e40f
).
This is the recommended version to use.
CalledNTSC version 8.7 final
on the boot screen.ntsc-1.0
/US V1.0
(md57f4171b0c8d17815be37913f535e4e93
).
Technically supported, but not recommended.
CalledNTSC version 8.7 final
on the boot screen as well.jpn-final
(md5538d2b75945eae069b29c46193e74790
).
Technically supported, but requires a separate custom-built executable.
CalledJPN version 8.9 final
on the boot screen.pal-final
(md5d9b5cd305d228424891ce38e71bc9213
).
Technically supported, but requires a separate custom-built executable.
CalledPAL 8.7 final
on the boot screen.
The game is in a mostly functional state, with both singleplayer and split-screen multiplayer modes fully working.
There are minor graphics- and gameplay-related issues, and possibly occasional crashes.
The following extra features are implemented:
- mouselook;
- dual analog controller support;
- widescreen resolution support;
- configurable field of view;
- 60 FPS support, including fixes for some framerate-related issues;
- fixes for a couple original bugs and crashes;
- basic mod support, currently enough to load a few custom levels;
- slightly expanded memory heap size;
- experimental high framerate support (up to 240 FPS):
- set
Game.TickRateDivisor
to0
inpd.ini
to activate; - in practice the game will have issues running faster than ~165 FPS, so use VSync or
Video.FramerateLimit
to cap it.
- set
- emulate the Transfer Pak functionality the game has on the Nintendo 64 to unlock some cheats automatically.
Currently only 32-bit platforms are supported, namely x86 Windows and Linux.
Note that 32-bit binaries will still work on 64-bit versions of those platforms,
though you might have to install some additional libraries.
Latest automatic builds for supported platforms:
If you are looking for netplay builds (the port-net
branch), see this link.
You must already have a Perfect Dark ROM to run the game, as specified above.
- Create a directory named
data
next topd.exe
if it's not there. - Put your Perfect Dark NTSC ROM named
pd.ntsc-final.z64
into it. - Run
pd.exe
.
If you want to use a PAL or JPN ROM instead, put them into the data
directory and run the appropriate executable:
- PAL: ROM name
pd.pal-final.z64
, EXE namepd.pal.exe
. - JPN: ROM name
pd.jpn-final.z64
, EXE namepd.jpn.exe
.
Optionally, you can also put your Perfect Dark for GameBoy Color ROM named pd.gbc
in the data
directory if you want to emulate having the Nintendo 64's Transfer Pak and unlock some cheats automatically.
Additional information can be found in the wiki.
A GPU supporting OpenGL 3.0 or above is required to run the port.
1964GEPD-style and Xbox-style bindings are implemented.
N64 pad buttons X and Y (or X_BUTTON
, Y_BUTTON
in the code) refer to the reserved buttons 0x40
and 0x80
, which are also leveraged by 1964GEPD.
Support for one controller, two-stick configurations are enabled for 1.2.
Note that the mouse only controls player 1.
Controls can be rebound in pd.ini
. Default control scheme is as follows:
Action | Keyboard and mouse | Xbox pad | N64 pad |
---|---|---|---|
Fire / Accept | LMB/Space | RT | Z Trigger |
Aim mode | RMB/Z | LT | R Trigger |
Use / Cancel | E | N/A | B |
Use / Accept | N/A | A | A |
Crouch cycle | N/A | L3 | 0x80000000 (Extra) |
Half-Crouch | Shift | N/A | 0x40000000 (Extra) |
Full-Crouch | Control | N/A | 0x20000000 (Extra) |
Reload | R | X | X (0x40) |
Previous weapon | Mousewheel forward | B | D-Left |
Next weapon | Mousewheel back | Y | Y (0x80) |
Radial menu | Q | LB | D-Down |
Alt fire mode | F | RB | L Trigger |
Alt-fire oneshot | F + LMB or E + LMB |
A + RT or RB + RT |
A + Z or L + Z |
Quick-detonate | E + Q or E + R |
A + B or A + X |
A + D-Left or A + X |
- Install MSYS2.
- Open the
MINGW32
prompt. (NOTE: not theMSYS
prompt or theMINGW64
prompt) - Install dependencies:
pacman -S mingw-w64-i686-toolchain mingw-w64-i686-SDL2 mingw-w64-i686-zlib make git
- Get the source code:
git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark
- Run
make -f Makefile.port
.- Add
ROMID=pal-final
orROMID=jpn-final
at the end of the command if you want to build a PAL or JPN executable respectively.
- Add
- The resulting executable will be at
build/ntsc-final-port/pd.exe
. - If you don't know where you downloaded the source to, you can run
explorer .
to open the current directory.
- Ensure you have gcc, g++ (version 10.0+) and 32-bit versions of SDL2 (version 2.0.12+), libGL and ZLib installed on your system.
- On a 64-bit system you also need to have
gcc-multilib
andg++-multilib
(or your distro's analogues) installed.
- On a 64-bit system you also need to have
- Get the source code:
git clone --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark
- Run the following command:
- On a 64-bit system:
make -f Makefile.port TARGET_PLATFORM=i686-linux
- On a 32-bit system:
make -f Makefile.port
- Add
ROMID=pal-final
orROMID=jpn-final
at the end of the command if you want to build a PAL or JPN executable respectively.
- On a 64-bit system:
- The resulting executable will be at
build/ntsc-final-port/pd.exe
.
Currently only i686-linux
and i686-windows
are supported, using gcc -m32
and i686-w64-mingw32-gcc
as compilers, respectively.
Alternate compilers can be specified by passing TOOLCHAIN=i686-whatever-
as a command line argument.
You can build an executable with PAL or JPN ROM support by adding ROMID=pal-final
or ROMID=jpn-final
to the make
command.
You will need to provide a jpn-final
or pal-final
ROM to run those, named pd.jpn-final.z64
or pd.pal-final.z64
.
It might be possible to build a 32-bit ARM executable, but this has not been tested.
- the original decompilation project authors;
- doomhack for the only other publicly available PD porting effort I could find;
- sm64-port authors for the audio mixer and some other changes;
- Ship of Harkinian team, Emill and MaikelChan for the libultraship version of fast3d that this port uses;
- lieff for minimp3;
- Mouse Injector and 1964GEPD authors for some of the 60FPS- and mouselook-related fixes;
- NicNamSam for the icon;
- everyone who has submitted pull requests and issues to this repository and tested the port;
- probably more I'm forgetting.