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ClayFighter 63⅓
PORTSNATIVE

ClayFighter 63⅓

NATIVE PORTFIGHTING / COMBATWINDOWSLINUXBETA

ClayFighter 63⅓

OriginNintendo 64

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux

View official project

About the project

ClayFighter 63⅓ es un videojuego de lucha lanzado para Nintendo 64 por Interplay en 1997. Originalmente se había planeado lanzarlo junto con la Panasonic M2 de la compañía 3DO, pero luego de la repentina cancelación del estreno de la consola, el videojuego se adaptó para la empresa Nintendo.

Official project information

Author's original READMEOpen on GitHub ↗
<p align="center"> <img src="assets/branding/clayfighter64-cover.png" alt="ClayFighter 64 cover artwork" width="820"> </p>

This project was created with AI assistance. If that's not your cup of tea, feel free to move along.

ClayFighter 64

Version 2.1.1 — Linux and Windows x86-64. Published releases.

A community PC port and fusion of ClayFighter 63⅓ and ClayFighter: Sculptor's Cut, built through static recompilation with N64Recomp, N64ModernRuntime, RSPRecomp, and RT64.

This is an independent fan project, with no affiliation with or endorsement from the original developers, publisher, or rights holders. Project direction, original port work and playtesting: djultra64.

Why ClayFighter 64?

I call this project ClayFighter 64 because I consider this combination a finished version of the game I wanted: the best of ClayFighter 63⅓, with the additional characters from Sculptor's Cut.

For me, 63⅓ has the more complete gameplay, and I really like Killer Instinct's combo system. That preference is why I chose 63⅓ as the gameplay foundation rather than replacing it with Sculptor's Cut's rules. These are my personal design preferences, not a claim that one version is universally better. This project does not import Killer Instinct code or characters.

Sculptor's Cut contributes High Five, Lady Liberty, Lockjaw, and Zappa, including their authentic character assets, portraits, and biographies. Combining that expanded cast with the 63⅓ foundation is what makes this my preferred, complete edition. It is a fusion with a deliberate gameplay choice, rather than a wholesale recreation of every difference in Sculptor's Cut.

Why these decisions?

  • Keep the 63⅓ foundation. The recompiled CPU and RSP audio code, gameplay rules, and combat framework remain based on 63⅓. This preserves the gameplay and combo feel that motivated the project.
  • Bring over the additional cast. Sculptor's Cut adds the four characters missing from the original roster. Their donor assets are adapted within verified ranges to work with the 63⅓ framework; the native selector expands to sixteen playable slots.
  • Make the complete roster accessible. Sumo Santa, Dr. Kiln, and Boogerman are unlocked from startup. The additional four characters appear in the right-hand selector column.
  • Preserve the game's presentation. The native menus, clay artwork, fonts, biographies, and animations remain central. The title reads 64, and the PC options extend the original interface.
  • Require both original games. Each ROM supplies a different part of the fusion. The installer validates both exact USA revisions and extracts the required data locally.

Version 2.1 improves ROM installation and starts the Windows game without a console window. Version 2.0 adds Training Mode and portable persistence for the original game options.

Features

  • Native Linux and Windows x86-64 executables, RT64 rendering, and recompiled RSP audio.
  • Sixteen-character native selector, authentic portraits, and Sculptor's Cut biographies.
  • 4:3 and 16:9 presentation, resolutions up to 2160p, filtering, fullscreen, MSAA, and presentation targets up to 120 fps.
  • Original 60 Hz simulation. Actual presentation depends on the GPU and display; interpolation does not generate new clay sprite poses.
  • Keyboard and two-controller support, per-action combat remapping, and device-aware prompts.
  • Native Options → Display, Game Display, and Button Remap, with saved preferences.
  • Native Exit game entry and the updated ClayFighter 64 title announcement.
  • Training Mode with fighter, opponent and stage selection, native pause/options pages, practice resources, restart setup, damage/combo display, input history and Claytality practice. See Training Mode for the implemented controls and validation limits.

Requirements

  • An x86-64 CPU with SSSE3 and SSE4.1, and a GPU/driver supporting Vulkan.
  • Linux: X11 or XWayland, Python 3.10 or later for installation and launch, and the system runtime versions listed in installation requirements.
  • Windows: Windows 10/11 x64. The installer includes its own Python runtime and the required release DLLs.
  • BOTH of your own supported USA ROMs: ClayFighter 63⅓ AND ClayFighter: Sculptor's Cut. One ROM alone cannot install the fusion.

No ROMs, extracted original game assets, or original game recordings are included or downloaded. The package includes the project artwork and the user-supplied replacement title announcement. Keep imported game data private; do not attach it to issues or pull requests.

Download and play

  1. Download the Linux or Windows package matching your release from Releases, then extract the entire archive into a writable folder.
  2. Run Install Assets.sh on Linux or Install Assets.vbs on Windows.
  3. The installer searches the game folder and nearby ROMs folders first; if needed, use the graphical file selector to choose missing files. Linux uses Zenity or KDialog when available, and otherwise prompts in the terminal. ROMs are verified by their contents. Supported formats are .z64, .v64, .n64, .c64, .c, and ZIP files containing exactly one ROM.
  4. Run Play ClayFighter 64.sh on Linux or Play ClayFighter 64.vbs on Windows. First launch also offers installation if the required local data is absent.

The installer creates the base ROM, combined character/portrait image, and biography data locally. Keep the generated local/ and probe-output/ folders when updating. Original game options (Music/FX levels, Spillits, difficulty and the other native options), display, control and Training preferences live in local/settings/ inside the game folder. Keep that folder when updating or moving the portable installation.

For exact ROM hashes, command-line installation, updates, and troubleshooting, see INSTALL.md.

Controls and options

Actions map to physical button positions. Names and glyphs follow the last active input device, including the swapped A/B and X/Y names on Nintendo Switch controllers.

ActionXboxPlayStationNintendo SwitchKeyboard
Move / navigateLeft stick / D-padLeft stick / D-padLeft stick / D-padArrow keys
Primary / confirmA (south)Cross (south)B (south)Z
Secondary / backB (east)Circle (east)A (east)X
Start / pauseMenu / StartOptions+Enter

Other keyboard defaults: Shift for Z trigger, Q/E for L/R, and I/K/J/L for C up/down/left/right. Options → Button Remap changes combat actions; menu and pause navigation retain their defaults. The first controller used becomes P1; the next becomes P2. The controller that opens Button Remap edits its own player profile, saved independently; keyboard remains on P1.

Use Auto/Xbox/PlayStation/Switch in Button Remap, or --family auto|xbox|playstation|switch, when automatic detection is ambiguous. Saved remapping overrides combat defaults.

Validation

The 2.0 validation record describes the native checks, portable package installation, Training runs, restart scenarios and settings persistence checks on Linux and Windows. Release archives include per-file manifests and SHA-256 checksums. Historical 1.0 results are recorded separately.

Build and contribute

Source and build prerequisites describe ROM-derived code generation, the pinned SDK, the separate Windows build, and the source archive accompanying this release. ROMs and generated game data remain local. Please report issues with version, OS, GPU/driver, controller family, settings, and reproducible steps.

AI Disclosure

I use OpenAI Codex to assist with research, reverse-engineering analysis, code implementation, debugging, tests, builds, packaging, and documentation. I direct that work, contribute code reviews and ideas for implementation, evaluate the game's behavior through hands-on testing, and decide which changes and releases to accept. Validation claims remain limited to the recorded builds and scenarios.

The original game and the upstream tools remain the work of their respective creators, credited in CREDITS.md.

Credits and licensing

See CREDITS.md, NOTICE, and the licenses/ inventory for the original games, tools, artwork, supporting libraries, and preserved upstream notices. Newly authored port code is licensed under GPL-3.0-or-later; see LICENSE. Dependencies keep their own licenses. This code license does not grant rights to original game material, trademarks, or project branding images.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Fighting / Combat
Status
beta
Original platform
Nintendo 64
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
Oct 14, 2026

Target platforms 2

Windows
Linux
View on GitHub
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