# tlozladx Static recompilation of **The Legend of Zelda: Link's Awakening DX** (USA, Europe Rev 2 / US v1.2) into portable C, built with [GB-Recomp/gb-recompiled](https://github.com/GB-Recomp/gb-recompiled). Symbol names come from the [zladx/LADX-Disassembly](https://github.com/zladx/LADX-Disassembly) RGBDS disassembly — function names map back 1:1 to what's in the decomp. ## Build ```sh mkdir build && cd build cmake .. cmake --build . -j$(nproc) ``` ## Required ROM This build is locked to a single revision: | Region | Revision | Decomp ID | Filename in the wild | MD5 | |--------|----------|-----------|----------------------|-----| | USA / Europe | Rev 2 (v1.2) | `azle-r2` | Legend of Zelda, The - Link's Awakening DX (USA, Europe) (Rev 2) (SGB Enhanced) (GB Compatible).gbc | `7351daa3c0a91d8f6fe2fbcca6182478` | The asset loader verifies the SHA-1 on first launch and refuses to run on any other dump. ## Run Drop your LADX ROM next to the executable as `roms/tlozladx.gbc`: ```sh mkdir -p roms cp '/path/to/Link’s Awakening DX (USA, Europe) (Rev 2).gbc' roms/tlozladx.gbc ./tlozladx ``` First boot extracts the ROM into `assets/tlozladx/rom.bin`; the source ROM isn't needed after that. Press Esc for the runtime menu. ## Notes - This build targets **US v1.2** specifically (`azle-r2` in decomp terms, MD5 `7351daa3c0a91d8f6fe2fbcca6182478`). Other revisions (JP, DE, FR, or earlier US versions) need their own `.sym` and recomp. - The decomp covers 10 ROMs total (US/JP/DE/FR × revisions); only the US v1.2 is wired up here. - The asset manifest is a single opaque section for now. Future work can split it into the decomp's `gfx/`, `code/`, `data/`, `text/` regions for moddable assets.