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Animal Crossing (Animal Crossing PC Port - Deluxe Edition)
PORTSNATIVE

Animal Crossing (Animal Crossing PC Port - Deluxe Edition)

PORT NATIVOACCIÓN / AVENTURAWINDOWSALPHA

Animal Crossing (Animal Crossing PC Port - Deluxe Edition)

Animal Crossing

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

Disponible paraWindows

Ver proyecto oficial

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 (Animal Crossing PC Port - Deluxe Edition)

Animal Crossing (Animal Crossing PC Port - Deluxe Edition)github.com/imcynic/ACGC-Deluxe-PC-Port
Windows
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 (Dreamcast)github.com/TechProGabe/OpenCrossing-Dreamcast
Por confirmar
›
Animal Crossing (PS3)github.com/EstudioCases/Animal-Crossing-Ps3-Port
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 PC Port - Deluxe Edition

Native PC port of Animal Crossing (GameCube) with Deluxe content, built on ac-decomp and ACGC-PC-Port.

Runs the original decompiled C natively on x86 with a GX-to-OpenGL 3.3 translation layer. No game assets or assembly included, you need your own copy.

Supported version: GAFE01_00 Rev 0 (USA)

Why this exists

I had no plans to release this publicly. I kept it closed-source out of respect for the modding community. That changed when Cuyler pushed for my removal from the community, spread false claims about my save editor, and tried to retroactively justify it by citing my use of AI tooling, which anyone paying attention can see had nothing to do with it.

Not interested in relitigating that. The work speaks for itself.

The port is mostly complete, nearly everything is implemented but there are some bugs and workarounds still in there. No assets included for legal reasons, bring your own. There's some dead code related to a Twitch integration that was in progress.

I moved on to the NBA Street Vol. 2 decompilation before finishing polish on this, and that's where my focus is now. People have been asking for this in various places, so here it is. Use it, learn from it, build on it.

What's Deluxe?

Adds support for content from the Animal Crossing Deluxe ROM hack:

  • New NPCs and interactions
  • Monuments (clock, windmill, fountain, statue, bench, streetlight, bell, flower clock)
  • Bulletin board system
  • Countdown timer
  • Additional furniture, insects, items
  • Option to skip Tom Nook's intro delivery chores

Deluxe features are on by default (VERSION >= VER_DELUXE at compile time).

Requirements

Windows

  • MSYS2 (https://www.msys2.org/) - use the MINGW32 shell
  • Animal Crossing (USA) disc image (ISO, GCM, or CISO)
pacman -S mingw-w64-i686-gcc mingw-w64-i686-cmake mingw-w64-i686-SDL2

Linux

  • 32-bit cross-compilation toolchain
  • SDL2 (32-bit)

Debian/Ubuntu:

sudo dpkg --add-architecture i386
sudo apt update
sudo apt install gcc-i686-linux-gnu g++-i686-linux-gnu cmake libsdl2-dev:i386

Building

Windows (MSYS2 MINGW32)

./build_pc.sh

Linux

mkdir -p pc/build32 && cd pc/build32
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-linux32.cmake
make -j$(nproc)

Running

  1. Put your disc image in pc/build32/bin/rom/ (or rom/ at the repo root)
  2. Run pc/build32/bin/AnimalCrossing (.exe on Windows)

Assets are read straight from the disc image at startup. No extraction needed.

Controls

Keyboard bindings are customizable via keybindings.ini (created on first run).

Keyboard defaults

KeyAction
WASDMove (left stick)
Arrow KeysCamera (C-stick)
SpaceA button
Left ShiftB button
EnterStart
XX button
YY button
Q / EL / R triggers
ZZ trigger
I / J / K / LD-pad

Gamepad

SDL2 controllers work with automatic hotplug. Standard GameCube button layout.

Command Line Options

FlagDescription
--verboseDiagnostic logging
--no-framelimitUnlock FPS
--model-viewer [index]Debug model viewer
--time HOUROverride in-game hour (0-23)

Settings

Edit settings.ini (created on first run):

  • Resolution (up to 4K)
  • Fullscreen / borderless / windowed
  • VSync
  • MSAA
  • Texture pack preloading

Texture Packs

Drop Dolphin-compatible texture packs (XXHash64, DDS) in texture_pack/ next to the executable.

Save Data

Saves go in save/ as standard GCI files. Compatible with Dolphin, drop a GCI export in there to import.

Credits

  • ACreTeam - AC decompilation
  • flyngmt - original PC port
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FICHA DEL PROYECTO

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

Plataformas de destino 1

Windows
Ver en GitHub
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