z64compress
is a program for compressing Zelda 64 roms: be they retail, hacked traditionally, or custom-built from the Ocarina of Time
or Majora's Mask
reverse engineering projects. It is written in highly efficient C and leverages the power of multithreading to make compression as fast as possible. To reduce overhead on subsequent compressions, an optional cache directory can be specified.
In addition to the default yaz
, it supports some faster and more compact algorithms such as DEFLATE
, lzo
, ucl
, and aplib
. In order to use these, grab patches or code from my z64enc
repository.
If you add an algorithm, please make sure valgrind
reports no memory leaks or other errors before making a pull request. Thank you!
(By the way, valgrind
works better without the -march=native -mtune=native
optimizations, so turn those off when testing valgrind
.)
This is a command line application. Learn from these common examples and adapt the arguments to your needs:
compressing oot debug
--in "path/to/in.z64"
--out "path/to/out.z64"
--mb 32
--codec yaz
--cache "path/to/cache"
--dma "0x12F70,1548"
--compress "9-14,28-END"
--threads 4
compressing oot ntsc 1.0
--in "path/to/in.z64"
--out "path/to/out.z64"
--mb 32
--codec yaz
--cache "path/to/cache"
--dma "0x7430,1526"
--compress "10-14,27-END"
--threads 4
compressing mm usa
--in "path/to/in.z64"
--out "path/to/out.z64"
--mb 32
--codec yaz
--cache "path/to/cache"
--dma "0x1A500,1568"
--compress "10-14,23,24,31-END"
--skip "1127"
--repack "15-20,22"
--threads 4
--in uncompressed input rom
--out compressed output rom
--matching attempt matching compression at the cost of
some optimizations and reduced performance
--mb how many mb the compressed rom should be
--codec currently supported codecs
yaz
ucl
lzo
zlib
aplib
* to use non-yaz codecs, find patches
and code on my z64enc repo
--cache is optional and won't be created if
no path is specified (having a cache
makes subsequent compressions faster)
* pro-tip: linux users who don't want a
cache to persist across power cycles
can use the path "/tmp/z64compress"
--dma specify dmadata address and count
--compress enable compression on specified files
--skip disable compression on specified files
--repack handles Majora's Mask archives
--threads optional multithreading;
exclude this argument to disable it
--only-stdout reserve stderr for errors and print
everything else to stdout
arguments are executed as they
are parsed, so order matters!
First, clone the repository and initialize its submodules:
git clone https://github.com/z64me/z64compress.git
cd z64compress
git submodule update --init
A Makefile-based build system is provided. Choose the target platform with make TARGET=linux64|linux32|win32
, default is linux64. If building for windows with a cross compiler, specify the compiler executable with make TARGET=win32 CC=/path/to/executable
.
Alternatively, I have included shell scripts for building Linux and Windows binaries. Windows binaries are built using a cross compiler (I recommend MXE
).