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Ken Griffey Jr.'s Slugfest (PC)
PORTSNATIVE

Ken Griffey Jr.'s Slugfest (PC)

NATIVE PORTACTION / ADVENTUREWINDOWSALPHA

Ken Griffey Jr.'s Slugfest (PC)

Ken Griffey Jr.'s Slugfest

OriginNintendo 64

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Ken Griffey Jr.'s Slugfest es un videojuego de béisbol desarrollado por Angel Studios y publicado por Nintendo para las consolas Nintendo 64 y Game Boy Color. El juego únicamente salió en Estados Unidos, llegando al mercado norteamericano el 11 de mayo de 1999.

Official project information

Author's original READMEOpen on GitHub ↗

Ken Griffey Jr.'s Slugfest: Recompiled

A native PC port of Ken Griffey Jr.'s Slugfest (N64, USA), built by static recompilation with N64Recomp, N64ModernRuntime, RT64 and RecompFrontend. You need your own ROM; none is included.

Status: beta. The intro, menus, create-a-player, attract mode, Exhibition games and Home Run Derby run with audio, controller and FlashRAM saves, and widescreen works in 3D scenes (menus stay 4:3). Season mode is still being tested, and only Linux (including the Steam Deck) is supported so far. See docs/STATUS.md for open issues.

Download (beta)

Beta builds for Linux, including the Steam Deck, are on the Releases page as an AppImage. They're pre-releases: expect bugs, and report them in the issues. You still need your own ROM of Ken Griffey Jr.'s Slugfest (USA); the launcher asks for it on first start and checks it.

On the Steam Deck:

  1. In Desktop Mode, download SlugfestRecompiled-<version>-x86_64.AppImage.
  2. Make it executable: right-click it, Properties, Permissions, "Is executable" (or chmod +x it in a terminal).
  3. Run it and pick your ROM in the launcher (Start Game asks for it the first time).
  4. To play from Gaming Mode, add it to Steam: right-click the AppImage, "Add to Steam".

Saves and settings go to ~/.config/SlugfestRecompiled/.

Building

See BUILDING.md to build it.

How the game is put together

  • The cartridge boots a small loader at 0x80061600 that holds the OS core of libultra (threads, messages, exceptions). It decompresses the main game module, toplevel, and jumps to it.
  • The ROM has a table of 316 files (0x80066EB8) compressed with a block-based MIO0 variant, and a table of 10 code modules (0x80067DA8): toplevel, globals and arts at fixed addresses, then overlays sharing two slots (frontend/gamebase at 0x8014C3C0; flythru/intro/game/derby/party at 0x801B0930).
  • Recompilation runs against a working ROM with every module decompressed and appended at 0x1000000. src/game/rom_decompression.cpp rebuilds the same layout from your ROM at runtime, and src/game/overlays.cpp tells the runtime which module is loaded, since the game loads them itself.
  • Graphics use F3DEX2 and F3DLX2.Rej 2.06 (handled by RT64); the audio microcode is recompiled with RSPRecomp.
  • RT64 comes from a fork with fixes for this game on top of upstream (player shadows, screens the CPU draws, HUD placement in widescreen); see docs/STATUS.md.
  • The game steps its logic once per frame with no frame limiter, so src/game/frame_pacing.cpp holds it at its original 30 fps.

Credits

The app skeleton (src/main/main.cpp, CMakeLists.txt) and the UI assets are adapted from BanjoRecomp (GPL-3.0). Fonts: Inter and Noto Emoji (SIL Open Font License), PromptFont (see assets/promptfont/LICENSE.txt).

License

GPL-3.0. See LICENSE.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
alpha
Original platform
Nintendo 64
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 1

Windows
View on GitHub
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