Data interchange, editor suite, and runtime re-implementations for games by Retro Studios
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README.md

URDE

Status: Metroid Prime 1 In-Game (all retail GC versions)

Official Discord Channel: https://discord.gg/AMBVFuf

URDE screenshot

Download

Precompiled builds of the command-line extraction utility (hecl) with embedded dataspec libraries are available at https://releases.axiodl.com. This will give you intermediate dumps of original formats as blender and yaml representations.

Everything else is much too experimental to make portable/stable release builds (for now)

Platform Support

  • Windows 10 (64-bit, D3D11 / Vulkan)
  • macOS 10.15+ (Metal)
  • Linux (Vulkan)
    • Arch is known to function with glx vendor setup instructions (main development/testing OS)
    • Other distros with reasonably up-to-date packages will work (specific packages TBD)

Usage

  • Extract ISO: hecl extract [path].iso -o mp1
    • mp1 can be substituted with the directory name of your choice
  • Repackage game for URDE: cd mp1; hecl package
  • Run URDE: urde mp1/out

URDE options (non-exhaustive)

  • -l: Enable console logging
  • --warp [worldid] [areaid]: Warp to a specific world/area. Example: --warp 2 2
  • +developer=1: Enable developer console

Build Prerequisites:

  • CMake 3.13+
    • Windows: Install CMake Tools in Visual Studio
    • macOS: brew install cmake
  • Python 3+
    • Windows: Microsoft Store
      • Verify it's added to %PATH% by typing python in cmd.
    • macOS: brew install python@3
  • LLVM development package (headers and libs)
  • [Windows] Visual Studio 2019 Community
    • Select C++ Development and verify the following packages are included:
      • Windows 10 SDK
      • CMake Tools
      • C++ Clang Compiler
      • C++ Clang-cl
  • [macOS] Xcode 1.15+
  • [Linux] recent development packages of udev, x11, xcb, xinput, glx, asound

Prep Directions

git clone --recursive https://github.com/AxioDL/urde.git
mkdir urde-build
cd urde-build

Update Directions

cd urde
git pull
git submodule update --recursive

Build Directions

For Windows, it's recommended to use Visual Studio. See below.

ninja (Windows/macOS/Linux)

cd urde-build
cmake -DCMAKE_BUILD_TYPE=Debug -G Ninja ../urde
ninja

CMake options

  • Build release optimized (better runtime performance): -DCMAKE_BUILD_TYPE=Release
  • Use clang+lld (faster linking): -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++
  • Optimize for current CPU (resulting binaries are not portable): -DURDE_VECTOR_ISA=native

CLion (Windows/macOS/Linux)

(main development / debugging IDE)

Open the repository's CMakeLists.txt.

Optionally configure CMake options via File > Settings > Build, Execution, Deployment > CMake.

Qt Creator (Windows/macOS/Linux)

Open the repository's CMakeLists.txt via File > Open File or Project.

Configure the desired CMake targets to build in the Projects area of the IDE.

Visual Studio (Windows)

Verify all required VS packages are installed from the above Build Prerequisites section.

Open the urde directory in Visual Studio (imports CMake configuration).

MSVC and clang-cl configurations should import automatically.

Xcode (macOS)

cmake -G Xcode ../urde

Then open urde.xcodeproj