diff --git a/BUILDING.md b/BUILDING.md index 4245b8b..bb9ea72 100644 --- a/BUILDING.md +++ b/BUILDING.md @@ -39,7 +39,7 @@ choco install make You will need to decompress the NTSC-U N64 Majora's Mask ROM (sha1: d6133ace5afaa0882cf214cf88daba39e266c078) before running the recompiler. There are a few tools that can do it: -* This python script from the Majora's Mask decompilation project: https://github.com/zeldaret/mm/blob/main/tools/buildtools/decompress_baserom.py +* This python script from the Majora's Mask decompilation project: https://github.com/zeldaret/mm/blob/main/tools/decompress_baserom.py * https://github.com/z64tools/z64decompress Regardless of which method you use, copy the decompressed ROM to the root of the Zelda64Recomp repository with this filename: @@ -73,5 +73,5 @@ cmake --build build-cmake --target Zelda64Recompiled -j$(nproc) --config Release VoilĂ ! You should now have a `Zelda64Recompiled` executable in the build directory! If you used Visual Studio this will be `out/build/x64-[Configuration]` and if you used the provided CMake commands then this will be `build-cmake`. You will need to run the executable out of the root folder of this project or copy the assets folder to the build folder to run it. -> [!IMPORTANT] +> [!IMPORTANT] > In the game itself, you should be using a standard ROM, not the decompressed one.