A native PC port of The Legend of Zelda: The Minish Cap (GBA, 2004) built on
SDL3, a vendored software PPU renderer (port/ppu), and the agbplay audio engine.
Targets x86-64 Linux, Windows, and macOS (Apple Silicon and Intel).
The port is work in progress — many rendering and gameplay paths are still rough; please file issues for anything that breaks.
A copy of the original game is required. This repository does not ship ROMs.
| Version | Filename | SHA1 |
|---|---|---|
| USA | baserom.gba |
b4bd50e4131b027c334547b4524e2dbbd4227130 |
| EU | baserom_eu.gba |
cff199b36ff173fb6faf152653d1bccf87c26fb7 |
| JP | baserom_jp.gba |
6c5404a1effb17f481f352181d0f1c61a2765c5d |
Current release builds are multi-region: the same tmc_pc binary validates
the loaded ROM by SHA-1 and selects USA, EU, or JP data at runtime. The
filenames above are the easiest setup path.
Pre-built tarballs are published on the Releases page. Each tarball contains:
tmc_pc sounds.json assets/ assets_src/
The extracted asset cache under assets/ (and the editable assets_src/) is keyed
per region in a subfolder — assets/usa/, assets/eu/, assets/jp/ — so running
more than one regional ROM from the same install never mixes or corrupts another
region's data. The cache for each region is built automatically on first launch of
that ROM. sounds.json is shared across regions and stays at the top level.
Setup, once:
-
Download the platform tarball (
tmc-*-{linux,windows,macos}-<version>.tar.gz) and unpack it anywhere. -
Drop your own supported ROM next to the binary (
baserom.gba,baserom_eu.gba, orbaserom_jp.gba). -
Run the game:
./tmc_pc # Linux / macOS tmc_pc.exe # Windows (double-click works)
On first launch, the binary self-extracts the runtime asset cache (≈3–5 s,
with a progress bar). Subsequent launches are instant. The binary resolves
the ROM, sounds.json, and asset trees relative to its own location, so the
install directory can live anywhere — no cd dance.
Place your ROM in the repository root, then run:
python3 build.pyThe script will:
- Check and prompt to install missing dependencies (xmake, SDL3, libpng, fmt, nlohmann-json)
- Initialize git submodules automatically
- Scan ROM files and verify checksums
- Let you choose USA, EU, JP, or all configured versions
- Compile the native multi-region binary for your platform
- Place everything under
dist/<VERSION>/
Run the result:
cd dist/USA
./tmc_pcSaves are written to tmc.sav in the working directory, in the same byte
order mGBA/VBA-M use — a Minish Cap .sav from those emulators can be dropped
in as tmc.sav (and tmc.sav works in them, renamed to match the ROM).
Saves created by older Picori builds are migrated automatically on first
load; the original is kept as tmc.sav.bak.
Linux (Arch / CachyOS):
sudo pacman -S xmake sdl3 libpng fmt nlohmann-json git curlLinux (Ubuntu / Debian):
sudo apt install xmake libsdl3-dev libpng-dev libfmt-dev nlohmann-json3-dev git curlmacOS (Apple Silicon or Intel):
xcode-select --install # Apple's compiler + git
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" # Homebrew, if you don't have it
brew install xmake pkg-config fmt nlohmann-json libpng libompWhat each piece does, in plain English:
- Xcode Command Line Tools — Apple's C/C++ compiler (
clang), linker, andgit. You can't build any native code on a Mac without them, and Homebrew won't install them for you. - Homebrew — the package manager that fetches everything else. If you've never used a Mac for development, this is the one prerequisite you'll always end up installing.
- xmake — the build system that drives the whole compile (think
make/cmake, but it auto-downloads any C/C++ libraries that aren't already on your system). - pkg-config — a tiny tool xmake uses to ask "where did Homebrew put libpng?". Without it, xmake can't find the brew-installed libraries and will rebuild them itself (slow and sometimes broken).
- fmt and nlohmann-json — small C++ helper libraries the asset tools and game code use for text formatting and JSON parsing.
- libpng — needed by the graphics tools to read and write PNG sprite sheets.
- libomp — Apple Clang doesn't ship with an OpenMP runtime, so VirtuaPPU's
parallel scanline renderer needs Homebrew's
libomp. If it's missing, the build still works but falls back to a single-threaded path. - SDL3 — the cross-platform window/input/audio layer. Not in the brew list because xmake builds its own copy automatically on macOS (the Linux path uses the system one when available, but on macOS the bundled build is the default and Just Works).
Windows: Install xmake and git. SDL3 and other libraries are downloaded automatically by xmake.
See INSTALL.md for slim builds, the xmake build tmc_pc
single-target invocation, and other build options.
- Linux (Wayland preferred, X11 fallback)
- Windows via MinGW static link
- macOS (Apple Silicon and Intel) — builds cleanly with Homebrew + Xcode Command Line Tools; lightly tested compared to Linux/Windows.
| Action | Keyboard | Gamepad |
|---|---|---|
| Fast-forward (hold) | Tab | Right trigger |
| Toggle fullscreen | F11 / Alt+Enter | — |
| Cycle upscaler | F12 | — |
| Toggle text-to-speech | F7 | — |
| Open debug menu | F8 | — |
| Capture bug report | F9 | — |
| Quicksave | F5 | — |
| Quickload (also stops speech) | F6 | — |
| Roll attack macro | D | R3 (RS click) |
Hold a direction, then press the roll-attack bind for a start-of-roll sword attack (uses your best sword regardless of A/B equip). Toggle in F8 → Controls. Rebindable there.
The F8 debug menu also covers warp, items, heal, internal render scale, the renderer/shader toggles (see Renderer & shaders) and an Accessibility tab (see Accessibility).
Default upscaler is nearest-neighbor (sharp pixels). F12 cycles through: nearest-raw → xBRZ 4× (linear, smooth) → xBRZ 4× (nearest, sharp) → linear-raw.
The window title shows the running port version — please include it when filing issues.
The default renderer is the vendored software PPU (port/ppu) presented through
SDL. An optional SDL_GPU backend adds post-processing shader presets (CRT,
LCD, scanline looks, …). In the F8 menu:
- Renderer toggles software ↔ GPU.
- CRT filter cycles the stock CPU/GPU presentation filters.
- Shader Preset picks a
.glslppreset when the SPIR-V/Vulkan GPU backend is active.
The GPU backend is compiled into the pre-built releases and build.py builds
it by default. A bare xmake configure needs --gpu_renderer=y — without it
the GPU options are present but show "GPU backend required". On macOS the GPU
backend uses Metal for the stock filters; runtime .glslp shader presets still
require the SPIR-V/Vulkan backend.
The port has built-in text-to-speech for screen-reader users. Press F7 to toggle it on or off; dialog text, figurine descriptions, file-select hints and other text surfaces are read aloud. While TTS is on, plain F6 silences the current utterance, and the F8 → Accessibility tab has rate / pitch / volume sliders.
The speech backend is selected automatically per platform:
- Windows — the NVDA Controller Client if NVDA is running (using your configured NVDA voice; the F8 sliders are ignored while NVDA owns the queue), otherwise SAPI.
- Linux / macOS — the first available of
spd-say,espeak-ng,espeak, or macOSsay.
See CHANGELOG.md for per-release notes.
A flake.nix is provided with all dependencies. Run the port directly with:
nix runOr enter a development shell:
nix developIssues and pull requests are welcome — port improvements, tools, and documentation. Open an issue describing the bug or proposed change before larger work so we can coordinate.
Project Picori is released under the GNU General Public License v3.0
(GPL-3.0) — see LICENSE. You are free to use, study, modify, and
redistribute it; derivative works must remain under the GPL-3.0 and ship their
source.
The project as a whole is distributed under the GPL-3.0. Bundled, linked, and
invoked third-party components keep their own (GPL-compatible) licenses — see
THIRD-PARTY-LICENSES.md for the full list.
Notably:
- agbplay (
libs/agbplay_core, derived from https://github.com/ipatix/agbplay) is LGPL-3.0; those files remain under the LGPL and the larger work is not relicensed by linking it.
The in-game randomizer (port/rando/) is derived from the GPL-3.0 Minish
Cap randomizer (minishmaker/randomizer) — it shares that project's .logic
text format and randomization behaviour — and the Reborn-parity QoL features
are ported from Admentus64/The-Minish-Cap-Reborn (GPL-3.0). Both are
distributed here under the GPL-3.0, with attribution; see
THIRD-PARTY-LICENSES.md and
docs/reborn-parity.md.
This project also builds on the zeldaret/tmc decompilation of a copyrighted game. All Nintendo intellectual property remains owned by Nintendo; a legitimately-owned ROM is required.
