This branch will contain extra features and tweaks determined out of scope of the main branch. Anybody familliar with dkrMod will know what this will become. dkrMod's state grew unsustainable because of major revisions on the main repo, on top of stability problems from my workflow. This branch will instead serve as the stable version of what dkrMod intended to be, while you can find hackerDKR_unstable for wip things. This is still very early days however, so most features present on dkrMod are not yet here.
This repo contains a work-in-progress decompilation of Diddy Kong Racing for the N64. You will need to have a original copy of the ROM to extract the game's assets.
All versions are supported, and the US 1.0 version (SHA1 = 0cb115d8716dbbc2922fda38e533b9fe63bb9670) of the game is the default if not specified.
As of June 12, 2025, this is our current score:
Decomp progress: 91.17%
Documentation progress: 59.08%
gcc, Version 8.0 or highermake, Version 4.2 or higherpython3libpcre2-devandlibpcre2-8-0(Not technically required, but will speedup extracting/building some assets.)gcc-mips-linux-gnuis optionally used if compiling NON_MATCHING with COMPILER=gcc
sudo apt install build-essential pkg-config git python3 python3-pip binutils-mips-linux-gnu python3-venv libpcre2-dev libpcre2-8-0
- Install the dependencies
- Place the ROM file within the
baseromsdirectory.
a. The name of the ROM file does not matter. It will be detected automatically from an sha1 checksum. - Grab tools:
git submodule update --init --recursive - Run
make setupto install the IDO compiler, python venv, and packages required. - Run
make extractto run splat to extract all required files from the baserom. - Run
makein the main directory.
a. Use the-jNargument to useNnumber of threads to speed up building. For example, if you have a system with 4 cores / 4 threads, you should domake -j4.
- Use homebrew to install dependencies:
brew install make - Place the ROM file within the
baseromsdirectory. See Setup above for more info. - Run
gmakefrom the main directory. Note that macOS built-inmakewill not work since it does not meet the version requirements.
To build other versions of the ROM, just specifcy the region and version in the make command. All examples are below:
| Baserom | REGION | VERSION | Command |
|---|---|---|---|
| US 1.0 | US | v77 | make REGION=US VERSION=v77 |
| PAL 1.0 | PAL | v77 | make REGION=PAL VERSION=v77 |
| JPN 1.0 | JPN | v79 | make REGION=JPN VERSION=v79 |
| US 1.1 | US | v80 | make REGION=US VERSION=v80 |
| PAL 1.1 | PAL | v80 | make REGION=PAL VERSION=v80 |
If you are modifying the code in the repo, then you should add NON_MATCHING=1 to the make command.
Example: make NON_MATCHING=1 -j4
The NON_MATCHING define will include the functions that don't exactly match one-to-one, but should be no different functionality-wise. If you do notice any bugs that occur in a NON_MATCHING build that are not in the vanilla game, then please file an issue describing the bug. It would be helpful if you can track down which function is causing the bug, but that is not required.
The style guide for the project can be found here: https://docs.google.com/document/d/1euQf8nwynGcCZL1MfoMaLs-XRvx3ejjj8fIfykUZ-NQ
If you see variables/functions/structs/etc. that doesn't follow these rules, then file an issue and we'll try to fix them.
There are some useful scripts that should be kept in mind when working on this repo.
This script will extract all the assets from a DKR ROM and place them into /assets/ folder according to the config file within the /extract-ver/ folder. The version parameter should either be us_1.0, us_1.1, eu_1.0, eu_1.1, or jp.
Example: ./extract.sh us_1.0
Compares the assembly output of a function from a built ROM to the base ROM. Useful for decompiling.
Example: ./diff.sh menu_init
This script will rename an existing symbol, file name, and/or folder name within the repo with a new one.
Example: ./rename.sh D_A4001000 SP_IMEM
Prints out the current completion percentage of the decomp. You do need to have an OK build for this to work properly.
The scoring is split into 2 sections:
- Assembly to C Decompilation (Adventure One)
- Cleanup and Documentation (Adventure Two)
Show scores for Adventure One & Adventure Two: ./score.sh
Show score for Adventure One only: ./score.sh -a 1
Show score for Adventure Two only: ./score.sh -a 2
Show top 10 files remaining: ./score.sh -t 10
To make progress in Adventure 2, a function must be properly named (must not start with func_) and also include a doxygen comment above it.
For example:
/**
* Returns 1 if Drumstick is avaliable to use, or 0 if not.
*/
s32 is_drumstick_unlocked(void) {
return gActiveMagicCodes & 2;
}As of June 12, 2025, this is our current score:
=====================================================================
ADVENTURE ONE (ASM -> C Decompilation)
--------------- 91.17% Complete (91.94% NON_MATCHING) ---------------
# Decompiled functions: 1914
# GLOBAL_ASM remaining: 30
# NON_MATCHING functions: 4
# NON_EQUIVALENT WIP functions: 26
---------------------------- Game Status ----------------------------
Balloons: 43/47, Keys: 4/4, Trophies: 4/5
T.T. Amulets: 4/4, Wizpig Amulets: 4/4
---------------------------------------------------------------------
We are collecting silver coins in Spacedust Alley. (1/8 silver coins)
=====================================================================
ADVENTURE TWO (Cleanup & Documentation)
-------------------------- 59.08% Complete --------------------------
# Documented functions: 1207
# Undocumented remaining: 440
---------------------------- Game Status ----------------------------
Balloons: 28/47, Keys: 3/4, Trophies: 2/5
T.T. Amulets: 3/4, Wizpig Amulets: 2/4
---------------------------------------------------------------------
We are collecting silver coins in Pirate Lagoon. (8/8 silver coins)
=====================================================================