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Super Smash Bros. (PSP)
PORTSNATIVE

Super Smash Bros. (PSP)

NATIVE PORTFIGHTING / COMBATALPHA

Super Smash Bros. (PSP)

Super Smash Bros.

OriginNintendo 64

TechnologyNative C/C++ port (engine reimplementation)

View official project

About the project

Super Smash Bros. es una serie de videojuegos de lucha, creada por Masahiro Sakurai, quien dirigió todos los juegos, y distribuida por Nintendo, el cual presenta personajes invitados de franquicias establecidas en Nintendo y otras compañías de videojuegos y ha vendido en total más de 71 millones de unidades. La serie es conocida por su objetivo de jugabilidad único, que difiere de los juegos de pelea tradicionales, en donde el objetivo es aumentar contadores de daño y derribar a los oponentes del escenario en lugar de agotar las barras de salud.

5 versions of Super Smash Bros.

You're viewing: Super Smash Bros. (PSP)

Super Smash Bros. (PSP)github.com/ItsNoHax/SSB64PSP
To be confirmed
Current
Super Smash Bros.github.com/VetriTheRetri/ssb-decomp-re
Windows
›
BattleShipgithub.com/JRickey/BattleShip
Windows
Linux
macOS
›
Super Smash Bros. (DS)github.com/rockenrooster/Smash64DS_Port
To be confirmed
›
Super Smash Bros. (Xbox)github.com/Team-Resurgent/SSB-X
To be confirmed
›

Official project information

Author's original READMEOpen on GitHub ↗

SSB64PSP

Native Rust source port of Super Smash Bros. (N64, US) to the Sony PSP. Not an emulator.

  • Gameplay: Rust translated from the community decompilation
  • Build time: game data and N64 display lists read from your own ROM, converted to PSP-native form

No copyrighted assets are included in this repository

  • No Nintendo asset checked in or distributed: code, textures, audio, models, text, ROM data
  • Only published build: CI asset-viewer EBOOT, compiled without a ROM, no game data
  • ROM: supplied by you, legally obtained
  • Build extracts from the ROM into gitignored output (D-048):
    • asset pack: assets/generated/
    • data tables the game reads: Cargo target/
  • A build you make contains ROM data: own use only
  • No legal copy of the N64 game: cannot build or run
  • Repository holds source, tools, documentation only
  • Gameplay code: own translation of decompiled logic, constants (offsets, ids, timings) as source
  • Golden captures: pixel hashes, not images
  • XMB icons, backgrounds, music: original work (XMB assets)

Requirements

  • ROM: your own Super Smash Bros. (USA).z64 (big-endian)
Game codeSHA-1MD5
NALEe2929e10fccc0aa84e5776227e798abc07cedabff7c52568a31aadf26e14dc2b6416b2ed
ToolVersion source
Rust stable (host crates, tools)rust-toolchain.toml
Rust nightly (PSP crates)rust-toolchain.toml of psp-game/ and psp-asset-viewer/; psp-runtime builds under them
cargo-pspproject rust-psp fork, revision CI pins
HardwarePSP-2000 or later (64 MiB mode), or PPSSPP
cargo +nightly-2026-08-26 install --git https://github.com/ItsNoHax/rust-psp --rev a89142b237f3014fc15425d3549e44d3aa07d1c6 cargo-psp --locked

Build

  • ROM location: rom/, or SSB64_ROM
  • Every build reads the ROM: build scripts of ssb-game and ssb-rom verify SHA-1, generate tables (crates/ssb-tablegen)
  • No ROM → build stops, prints how to supply one
# 1. The ROM
mkdir -p rom && cp "/path/to/Super Smash Bros. (USA).z64" rom/
cargo run -p romtool -- verify "rom/Super Smash Bros. (USA).z64"

# 2. The asset pack: models, textures, animations, sprites, stages
cargo run --release -p romtool -- pack "rom/Super Smash Bros. (USA).z64"
#    -> assets/generated/ssb64.pak

# 3. Host tests
cargo test --workspace

# 4. The PSP applications (each is its own cargo-psp crate)
(cd psp-game && cargo psp --release)          # the game
(cd psp-asset-viewer && cargo psp --release)  # debug and render-validation viewer
#    -> <crate>/target/mipsel-sony-psp/release/EBOOT.PBP
  • cargo run -p ssb-tablegen -- DIR: writes generated tables into DIR for inspection
  • SSB64_STUB_TABLES=1: builds empty stub tables; CI type-checks and tests without a ROM
  • Stub build cannot run the game

Run

  • PSP: copy EBOOT.PBP and ssb64.pak into one PSP/GAME/<folder>/
  • Save: ssb64.sav beside them
  • Pack needs 64 MiB mode (PSP-2000 or later)
  • PPSSPP:
tools/run-ppsspp.sh --crate psp-game                        # interactive
tools/run-ppsspp-headless.sh --crate psp-game --feature F   # deterministic capture
  • Both scripts default to psp-asset-viewer
  • PPSSPPHeadless, golden captures: visual regression

Controls

PSPN64
Analog nubControl Stick
D-pad Up/Down/Left/RightC-Up/C-Down/C-Left/C-Right
Cross / SquareA / B
L / RZ / R
CircleL
StartStart
  • Triangle, Select: unbound
  • Battle: any C-button jumps; N64 R acts as A + Z
  • Menu Training entry: D-pad (C-button) tap picks the costume, as character select does

Layout

PathHolds
crates/Portable code: gameplay, engine, ROM and pack formats, capture specs, build-time table generation
tools/romtoolPack builder
psp-runtime/, psp-game/, psp-asset-viewer/PSP code; outside the Cargo workspace (D-026)

Crate roles and boundaries: architecture, AGENTS.md.

Documentation

DocumentContents
PLAN.mdProject plan: completed work, remaining work, target state
STATUS.mdCurrent project snapshot
DECISIONS.mdPermanent architectural decisions
docs/architecture.mdCurrent and target architecture; original-game reference
docs/rendering.mdRendering architecture and per-domain detail
docs/memory.mdMemory layout and constraints
docs/xmb-assets.mdXMB icon, background and music assets
docs/visual-regression/Golden and visual regression testing
docs/evidence/Durable technical findings
AGENTS.mdDevelopment and agent rules

References

Technical references only; none outranks decompilation and ROM (D-037).

  • ssb-decomp-re — SSB64 decompilation (primary source)
  • BattleShip — native PC SSB64 port
  • sf64-psp, oot-PSP, n64psp — N64 → PSP ports
  • rust-psp — Rust PSP support (project fork)

Local use: clone into gitignored refs/.

License

  • MIT OR Apache-2.0, code in this repository only
  • No rights to Nintendo intellectual property granted
  • Super Smash Bros.: trademark of Nintendo
Read official guide
CALIFICACIÓN
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PROJECT FILE

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

Target platforms 0

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