Majora's Mask decompilation project reaches 100% completion

majoras-mask.png

Another milestone in N64 decompilation project has been reached today, as one of the most beloved titles from the console, The Legend of Zelda: Majora's Mask, has reached 100% completion.

As with other N64 titles, like Super Mario 64 and Ocarina of Time, Majora's Mask (NTSC-U version) can now be included in the list of 100% decompiled projects, which servers as an open-source clean room recreation of the game's code. Reaching 100% means that all of the game functions match properly to that of the original when compiled.



While the team behind the decompilation project, ZeldaRET (Zelda Reverse Engineering Team) might not be interested in making a full PC port, this opens the doors for other people to start working on a proper PC port of the title, even though there are already a couple of projects that already do this for Majora's Mask, like the impressive Recompilation project and 2Ship2Harkinian.

While the decompilation project has indeed reached 100%, there is still a lot of work to do, as there's still code that isn't properly documented and a clean up might be necessary for getting the decompilation to a good standard, as well as working on decompiling the other versions of the game, like the PAL region ROM as well as the Japanese one, and there's also the many revisions Majora's Mask had over the years.

Discord Server said:
From the project leads of Majora's Mask:

With the merge of the final Boss, Majora, Majora's Mask has reached 100% matching code decompilation for the US version. Thanks to everyone who has participated in reaching this milestone
💜
🎉
.

Even with 100% for the US version, this does not mean we are done. Just like OoT, there are many other versions to work on, general code base clean up, and plenty of documentation left. Not to mention helping other games in the server reach this same milestone.

The amount of titles getting decompilation is growing steadily, and it's always a delight to see such beloved classics break out of their ROM confinements to get proper native ports to different systems with a whole slew of quality of life improvements.

:arrow: Source
:arrow: Majora's Mask Decompilation on GitHub
:arrow: ZeldaRET Discord Server
 

osaka35

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From their site, Code is 100% decompiled. Hooray! Doing a happy dance right now.

To note, asset analysis is still at 44%, mostly scenes and objects are left, so there's still some work to be done before there's nothing left to figure out.

From their site, this is what asset analysis is:
"This means taking the asset files extracted from the ROM, that contain images, models, animations, audio, text, etc., and
  • splitting them into their individual components (individual images, animations, etc.), which we refer to as debinarisation. A debinarised object's components will have automatically generated names.
  • labelling and documenting each of these components according to their use (this is the identification part).
Ocarina of Time does not track this, mainly because no one thought to set up tracking when assets started being worked on, or fancied rebuilding the history to account for it subsequently."

- https://zelda.deco.mp/games/mm
 

Chellarina

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This is awesome news, and thanks to the cap above who explained that Ship2Harnikan was made because the decomp project just needed more labelling.

These decomp projects are amazing and anyone whining about wanting features or versions should look into trying it themselves. These geniuses already did the hard work...
 
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bonkmaykr

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I'm wondering have they found anything that isn't listed in The Cutting Room Floor, either unknown functionality that is hard to access such as such as secret easter eggs, codes, or unknown disabled features or plans?
Any code that couldn't be reached by the processor would have been thrown away by GCC at compile time and can't be decompiled. So any hidden/unused features would have to still be triggerable in the retail game somehow i.e. via a level flag otherwise it's just gone forever.
 

erazin

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Can someone please explain to me why they put so much effort in doing this. You can just play the game on any low end pc with an emulator. You can even play it on your smartphone if you want to
 

dbnet182

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Imagine if someone like Kaze Emanuar gets their hands on the source code and optimizes the HELL out of it!
Post automatically merged:

Can someone please explain to me why they put so much effort in doing this. You can just play the game on any low end pc with an emulator. You can even play it on your smartphone if you want to
Decompiling a game gives you the full source code in a readable form, which can enable people to do amazing things with the base game that can't be done right now. Modding, for example, becomes easier in some ways where you have the full code rather than the hexadecimal or binary code to work off of. (Think java vs assembly, that type of difference.)
 

impeeza

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Would be nice to see it recompiled with better performance and some bugs fixed on real N64
that is what the de-compilations are for, for sure soon will appear new forks with ports and optimizations. by example for Supermario 64 there is a fork where the restriction of draw only visible part of map is removed and that improve the performance of the game on the actual hardware, because on the original console the original algorithm for only draw the visible part of the map took more time and processor power than draw the entirely map so the FPS are affected.
 

choolisfound

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(ikynx said:
am I the only one feeling N64 games (in particular the zelda 3D ones) have aged horrendously bad?)
If you're talking about the graphics, you'd be right. But in my opinion, the game plot and gameplay still hold up mainly, most of the communities are still alive I think.
But it's your opinion, I can't change it.
 

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