Animal Crossing (Animal Crossing PC Port - Deluxe Edition)
Animal Crossing
About the project
Animal Crossing, conocido en Japón como Dōbutsu no Mori en Japón, es un videojuego de simulador de vida desarrollado y publicado por Nintendo para la videoconsola Nintendo GameCube en el año 2001.
11 versions of Animal Crossing
You're viewing: Animal Crossing (Animal Crossing PC Port - Deluxe Edition)
Animal Crossing (Animal Crossing PC Port - Deluxe Edition)github.com/imcynic/ACGC-Deluxe-PC-Port
Animal Crossinggithub.com/ACreTeam/ac-decomp
Androidreddit.com/r/AndroidNativePorts/comments/1v5dbdd/animal_crossing_android_port
Animal Crossing ( animalcrossing-visionos)github.com/chrissotraidis/bellpad
Animal Crossing (ACreTeam)github.com/ACreTeam/forest
Animal Crossing (Anbernic handhelds)github.com/TechProGabe/OpenCrossing-Anbernic
Animal Crossing (Android)github.com/zwaetschge/ACGC-Android-Port
Animal Crossing (Dreamcast)github.com/TechProGabe/OpenCrossing-Dreamcast
Animal Crossing (PS3)github.com/EstudioCases/Animal-Crossing-Ps3-Port
Animal Crossing (Xbox)github.com/TechProGabe/OpenCrossing-Xbox
Animal Crossing PC Portgithub.com/flyngmt/ACGC-PC-PortOfficial project information
Animal Crossing PC Port - Deluxe Edition
Native PC port of Animal Crossing (GameCube) with Deluxe content, built on ac-decomp and ACGC-PC-Port.
Runs the original decompiled C natively on x86 with a GX-to-OpenGL 3.3 translation layer. No game assets or assembly included, you need your own copy.
Supported version: GAFE01_00 Rev 0 (USA)
Why this exists
I had no plans to release this publicly. I kept it closed-source out of respect for the modding community. That changed when Cuyler pushed for my removal from the community, spread false claims about my save editor, and tried to retroactively justify it by citing my use of AI tooling, which anyone paying attention can see had nothing to do with it.
Not interested in relitigating that. The work speaks for itself.
The port is mostly complete, nearly everything is implemented but there are some bugs and workarounds still in there. No assets included for legal reasons, bring your own. There's some dead code related to a Twitch integration that was in progress.
I moved on to the NBA Street Vol. 2 decompilation before finishing polish on this, and that's where my focus is now. People have been asking for this in various places, so here it is. Use it, learn from it, build on it.
What's Deluxe?
Adds support for content from the Animal Crossing Deluxe ROM hack:
- New NPCs and interactions
- Monuments (clock, windmill, fountain, statue, bench, streetlight, bell, flower clock)
- Bulletin board system
- Countdown timer
- Additional furniture, insects, items
- Option to skip Tom Nook's intro delivery chores
Deluxe features are on by default (VERSION >= VER_DELUXE at compile time).
Requirements
Windows
- MSYS2 (https://www.msys2.org/) - use the MINGW32 shell
- Animal Crossing (USA) disc image (ISO, GCM, or CISO)
pacman -S mingw-w64-i686-gcc mingw-w64-i686-cmake mingw-w64-i686-SDL2
Linux
- 32-bit cross-compilation toolchain
- SDL2 (32-bit)
Debian/Ubuntu:
sudo dpkg --add-architecture i386
sudo apt update
sudo apt install gcc-i686-linux-gnu g++-i686-linux-gnu cmake libsdl2-dev:i386
Building
Windows (MSYS2 MINGW32)
./build_pc.sh
Linux
mkdir -p pc/build32 && cd pc/build32
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-linux32.cmake
make -j$(nproc)
Running
- Put your disc image in
pc/build32/bin/rom/(orrom/at the repo root) - Run
pc/build32/bin/AnimalCrossing(.exeon Windows)
Assets are read straight from the disc image at startup. No extraction needed.
Controls
Keyboard bindings are customizable via keybindings.ini (created on first run).
Keyboard defaults
| Key | Action |
|---|---|
| WASD | Move (left stick) |
| Arrow Keys | Camera (C-stick) |
| Space | A button |
| Left Shift | B button |
| Enter | Start |
| X | X button |
| Y | Y button |
| Q / E | L / R triggers |
| Z | Z trigger |
| I / J / K / L | D-pad |
Gamepad
SDL2 controllers work with automatic hotplug. Standard GameCube button layout.
Command Line Options
| Flag | Description |
|---|---|
--verbose | Diagnostic logging |
--no-framelimit | Unlock FPS |
--model-viewer [index] | Debug model viewer |
--time HOUR | Override in-game hour (0-23) |
Settings
Edit settings.ini (created on first run):
- Resolution (up to 4K)
- Fullscreen / borderless / windowed
- VSync
- MSAA
- Texture pack preloading
Texture Packs
Drop Dolphin-compatible texture packs (XXHash64, DDS) in texture_pack/ next to the executable.
Save Data
Saves go in save/ as standard GCI files. Compatible with Dolphin, drop a GCI export in there to import.