| .github/workflows | ||
| 3rdparty | ||
| assets | ||
| build | ||
| cmake | ||
| CONFIG | ||
| CONFIG_orig | ||
| docker | ||
| ICON_RES_SOURCE | ||
| ISLE | ||
| LEGO1 | ||
| tools | ||
| util | ||
| .clang-format | ||
| .clang-tidy | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .pylintrc | ||
| CMakeLists.txt | ||
| compile.bat | ||
| CONTRIBUTING.md | ||
| pyproject.toml | ||
| README.md | ||
| reccmp-project.yml | ||
| reconfigureCMake.bat | ||
LEGO Island: The Modder's Arrival
Original LEGO Island decomp
Building
This project uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. For the most accurate results, Microsoft Visual C++ 4.20 (the same compiler used to build the original game) is recommended. Since we're trying to match the output of this code to the original executables as closely as possible, all contributions will be graded with the output of this compiler.
These instructions will outline how to compile this repository using Visual C++ 4.2 into highly-accurate binaries where the majority of functions are instruction-matching with retail. 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, a portable version is available 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 x86to populate the path and other environment variables for compiling with MSVC. - Run "reconfigureCMake.bat" to configure CMake for building
- 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. This can be..if your build folder is inside the source repository. RelWithDebInfois recommended because it will produce debug symbols useful for further decompilation work. However, you can change this toReleaseif you don't need them. WhileDebugbuilds can be compiled and used, they are not recommended as the primary goal is to match the code to the original binary. This is because the retail binaries were compiled asReleasebuilds.NMake Makefilesis 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 buildReleasebuilds this way (debug symbols cannot be generated withNinja).
- Build the project by running
nmakeorcmake --build <build-folder>or by running "compile.bat" - When this is done, there should be a compiled
TMA_LAUNCHER.EXEandB_TMA.DLLin the build folder. - Note that
nmakemust be run twice under certain conditions, so it is advisable to always (re-)compile usingnmake && nmake.
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.
Docker
Alternatively, we support Docker as a method of compilation. This is ideal for users on Linux and macOS who do not wish to manually configure a Wine environment for compiling this project.
Compilation should be as simple as configuring and running the following command:
docker run -d \
-e CMAKE_FLAGS="-DCMAKE_BUILD_TYPE=RelWithDebInfo" \
-v <path-to-source>:/isle:rw \
-v <build-folder>:/build:rw \
ghcr.io/isledecomp/isle:latest
<path-to-source> should be replaced with the path to the source code directory (ie: the root of this repository).
<build-folder> should be replaced with the path to the build folder you'd like CMake to use during compilation.
You can pass as many CMake flags as you'd like in the CMAKE_FLAGS environment variable, but the default configuration provided in the command is already ideal for building highly-accurate binaries.
Usage
In order to run TMA, you must first configure the diskpath environment variable (usage of cdpath has been disabled entirely). This is necessary since, currently, nothing creates this environment variable, or populates it.
The registry keys can be created in (usually found in HKEY_LOCAL_MACHINE\Software\ActionSoft\LEGO Island TMA on 32-bit operating systems and HKEY_LOCAL_MACHINE\Software\Wow6432Node\ActionSoft\LEGO Island TMA on 64-bit operating systems), and should point to the location where the TMA_LAUNCHER.EXE, B_TMA.DLL, and LEGO files/folders are stored (by default, this is the build folder). As long as you
The build folder contains a copy of d3drm.dll, D3D8.dll, D3DImm.dll, DDraw.dll, and dgVoodoo.conf files, DO NOT REMOVE ANY OF THEM.
NOTE: Due to Github size limitations, and the fact this is a repo just for me to keep mirrored across devices, this repo does not include anything within the Lego folder. For the time being, access to the Lego folder cannot be requested, but may be able to in the future.
What does what?
TMA_LAUNCHER.EXE - The wrapper for B_TMA.DLL, launches the game - the equivalant to ISLE.EXE
B_TMA.DLL - The primary dll, containing all game logic - the equivalant to LEGO1.DLL
CONFIGURE.EXE - Primary configuration application, contains some options - the equivalant to CONFIG.EXE
For more advanced configurations, you will need to acquire dgVoodooSetup.exe, and place it in the same folder as dgVoodoo.conf