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Animal Crossing (PS3)
PORTSNATIVE

Animal Crossing (PS3)

PORT NATIVOACCIÓN / AVENTURAALPHA

Animal Crossing (PS3)

Animal Crossing

OrigenGameCube

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

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Sobre el proyecto

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 versiones de Animal Crossing

Estás viendo: Animal Crossing (PS3)

Animal Crossing (PS3)github.com/EstudioCases/Animal-Crossing-Ps3-Port
Por confirmar
Actual
Animal Crossinggithub.com/ACreTeam/ac-decomp
Windows
›
Androidreddit.com/r/AndroidNativePorts/comments/1v5dbdd/animal_crossing_android_port
Android
›
Animal Crossing ( animalcrossing-visionos)github.com/chrissotraidis/bellpad
Windows
macOS
›
Animal Crossing (ACreTeam)github.com/ACreTeam/forest
Windows
›
Animal Crossing (Anbernic handhelds)github.com/TechProGabe/OpenCrossing-Anbernic
Linux
›
Animal Crossing (Android)github.com/zwaetschge/ACGC-Android-Port
Android
›
Animal Crossing (Animal Crossing PC Port - Deluxe Edition)github.com/imcynic/ACGC-Deluxe-PC-Port
Windows
›
Animal Crossing (Dreamcast)github.com/TechProGabe/OpenCrossing-Dreamcast
Por confirmar
›
Animal Crossing (Xbox)github.com/TechProGabe/OpenCrossing-Xbox
Por confirmar
›
Animal Crossing PC Portgithub.com/flyngmt/ACGC-PC-Port
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Animal Crossing GC PS3 Port

<img width="3840" height="2013" alt="image" src="https://github.com/user-attachments/assets/2eb54180-8b64-43d9-ab90-5439c89437e0" />

Last update, late 09/05: Current Progress Status

Significant progress has been made.

Previously: The game crashed very early during the second frame (JW_EndFrame). This indicated a basic engine or render loop issue.

Now: System initialization completes. Audio initialization completes. Initial menu setup completes. Memory arena (48 MB) is allocated. Filesystem and resources are loading. The module /foresta.rel.szs is successfully loaded. Execution proceeds into game logic. new 09/05: Dualshock 3 gamepad working well, now main character partial rendering. update 03.05: In private, logos try to show and games shows real performance but with corrupted graphics: <img width="3837" height="1960" alt="{5D20EBC0-4490-4D82-9F4B-30FFC08F64EF}" src="https://github.com/user-attachments/assets/39aa5e2f-bf7b-4872-a210-2404ddb92b5b" />

Current Failure Point

The crash now occurs after loading the REL module (foresta.rel.szs), during execution of module-related code.

This indicates: The core engine is now running correctly. The failure is happening in dynamic module handling, not base systems. New update 01/05/2026 the game dead in the second frame, but is booting on ps3 real hardware and in the RPCS3 EMU. Work-in-progress PS3 homebrew port of Animal Crossing (GameCube), based on the existing decompilation and native port work.

This repository is structured as a porting workspace:

  • src/ and include/ contain the decompiled game code inherited from the base project.
  • pc/ is kept as a working native-port reference for platform replacements.
  • ps3/ is the new PS3 platform layer and packaging workspace.

No commercial game assets, disc images or extracted copyrighted files belong in this repository. A legally owned copy of the game is required at runtime once disc loading is implemented.

Current Status

The PS3 side contains a bootstrap .pkg target plus an experimental full-game CMake target. The bootstrap is meant to validate:

  • PSL1GHT toolchain detection.
  • PPU ELF build.
  • EBOOT/SELF/pkg pipeline, depending on the package tools installed with the SDK.

The following game-facing replacements now exist under ps3/src/: OS/timing, VI frame pacing, PAD facade, DVD/disc-image loading, CARD/GCI save handling, ARAM, matrix/math, first-pass PSL1GHT audio, first-pass RSX display setup with software GX primitive rasterization, and misc Dolphin SDK stubs.

It does not run the full game yet. The current GX backend is intentionally limited: it can initialize RSX display buffers, draw simple direct GX primitives into the framebuffer, and sample a few basic linear texture formats, but it does not implement real TEV, GameCube tiled/CMPR texture decoding, display-list decoding, depth, or a real RSX GPU pipeline. The audio and controller layers are wired to PSL1GHT APIs but still need hardware verification against an installed SDK and a real console.

Build PS3 Bootstrap

Install PSL1GHT and make sure the environment exposes:

  • PSL1GHT
  • ppu-gcc or powerpc64-ps3-elf-gcc
  • make
  • the PSL1GHT package/self tools

Then run one of:

./build_ps3.sh
.\build_ps3.ps1

The output location depends on PSL1GHT's ppu_rules, normally under ps3/build/.

To try the experimental full-game CMake build instead of the bootstrap:

.\build_ps3.ps1 -FullGame
ACGC_PS3_FULL_GAME=1 ./build_ps3.sh

Porting Plan

Read ps3/README.md and ps3/PORTING.md.

The remaining practical order is:

  1. Prove the bootstrap package launches on a PS3.
  2. Verify ps3_disc.c, ps3_dvd.c, ps3_card.c, ps3_pad.c and ps3_audio.c on hardware.
  3. Replace the software GX raster fallback with a real RSX texture/TEV/depth renderer.
  4. Iterate on the experimental full-game CMake target until it compiles and links with the installed SDK.
  5. Add a final full-game .pkg packaging target once the EBOOT is stable. <img width="1534" height="503" alt="image" src="https://github.com/user-attachments/assets/52d3aa00-f45c-4c61-ad92-ff9a9d28874e" />

PC Reference Build

The copied pc/ directory remains useful as a reference for which Dolphin SDK systems were replaced. It is not the PS3 target.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
GameCube
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

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