Ken Griffey Jr.'s Slugfest (PC)
Ken Griffey Jr.'s Slugfest
OriginNintendo 64
TechnologyNative C/C++ port (engine reimplementation)
Available forWindows
View official projectAbout 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
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:
- In Desktop Mode, download
SlugfestRecompiled-<version>-x86_64.AppImage. - Make it executable: right-click it, Properties, Permissions, "Is executable" (or
chmod +xit in a terminal). - Run it and pick your ROM in the launcher (Start Game asks for it the first time).
- 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
0x80061600that 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,globalsandartsat fixed addresses, then overlays sharing two slots (frontend/gamebaseat0x8014C3C0;flythru/intro/game/derby/partyat0x801B0930). - Recompilation runs against a working ROM with every module decompressed and appended at
0x1000000.src/game/rom_decompression.cpprebuilds the same layout from your ROM at runtime, andsrc/game/overlays.cpptells 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.cppholds 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.
