Animal Crossing (PS3)
Animal Crossing
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
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 (Animal Crossing PC Port - Deluxe Edition)github.com/imcynic/ACGC-Deluxe-PC-Port
Animal Crossing (Dreamcast)github.com/TechProGabe/OpenCrossing-Dreamcast
Animal Crossing (Xbox)github.com/TechProGabe/OpenCrossing-Xbox
Animal Crossing PC Portgithub.com/flyngmt/ACGC-PC-PortInformación oficial del proyecto
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/andinclude/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:
PSL1GHTppu-gccorpowerpc64-ps3-elf-gccmake- 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:
- Prove the bootstrap package launches on a PS3.
- Verify
ps3_disc.c,ps3_dvd.c,ps3_card.c,ps3_pad.candps3_audio.con hardware. - Replace the software GX raster fallback with a real RSX texture/TEV/depth renderer.
- Iterate on the experimental full-game CMake target until it compiles and links with the installed SDK.
- Add a final full-game
.pkgpackaging 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.