Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
Super Mario Strikers Decompilation
PORTSNATIVE

Super Mario Strikers Decompilation

PORT NATIVOLUCHA / COMBATEWINDOWSLINUXMACOSALPHA

Super Mario Strikers Decompilation

Super Mario Strikers

OrigenGameCube

TecnologíaDescompilación y Reconstrucción en C/C++

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Super Mario Strikers , conocido como Mario Smash Football en Europa y Australia, es un videojuego de fútbol sala desarrollado por Next Level Games para la consola Nintendo GameCube. El juego fue inicialmente lanzado para Europa y Estados Unidos a finales de 2005, y en Japón y Australia a inicios de 2006. La secuela del juego, titulada como Mario Strikers: Charged Football, fue también desarrollada por Next Level Games, pero para la consola Wii.

6 versiones de Super Mario Strikers

Estás viendo: Super Mario Strikers Decompilation

Super Mario Strikers Decompilationgithub.com/yannicksuter/smstrikers-decomp
Windows
Linux
macOS
Actual
BallPad (Super Mario Strikers iOS)github.com/chrissotraidis/ballpad
iOS
›
Strikersgithub.com/new-coke/strikers
Windows
Linux
macOS
›
Super Mario Strikers (Android)github.com/luisxl15/Strikers-Android-Port
Android
›
Super Mario Strikers (Quest 3 Strikers)github.com/LanceSweatpants/Strikers-Quest-MR
Windows
›
Super Mario Strikers Recompiled (RecompCore)github.com/aharonahdoot/StrikersRecomp
Windows
Linux
macOS
›

Información oficial del proyecto

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

Super Mario Strikers
Build Status Code Progress Link Progress Discord Badge

<!-- Replace with your repository's URL. --> <!-- decomp.dev progress badges See https://decomp.dev/api for an API overview. --> <!-- Replace with your Discord server's ID and invite URL. -->

[!IMPORTANT] This repository does not provide a new way to play Super Mario Strikers. It is not a modern recompilation ("recomp") or a port. Its 100% code and linking status refers to a high-fidelity reconstruction of what the original source code may have looked like—one that compiles into an executable byte-for-byte identical to the original retail GameCube release.

Recompilations and ports may emerge elsewhere from this work—and we look forward to seeing them—but they are outside the scope of this repository. Please do not ask for recompilations or ports in the decompilation Discord, as producing and supporting them is not the focus of this community.

A work-in-progress decompilation of Super Mario Strikers for GameCube.

This repository does not contain any game assets or assembly whatsoever. An existing copy of the game is required.

Legal status and licensing

This is an independently produced source reconstruction, not an official source-code release. The project is not affiliated with, authorized by, sponsored by, or endorsed by Nintendo or Next Level Games.

The repository contains material with different origins and does not use a single license for every file:

  • original contributions authored specifically for this project are offered under CC0 1.0, except where otherwise indicated and only to the extent that contributors own the relevant rights;
  • upstream Open Dynamics Engine portions are redistributed under ODE's historical BSD-style license alternative;
  • other third-party files and submodules remain subject to their own notices and licenses; and
  • reconstructed game-derived material and modifications originally made by the game's developer may remain subject to third-party rights and are not purportedly relicensed under CC0 by this project.

See LICENSE, LICENSE-CC0.txt, LICENSE-BSD.TXT, and THIRD_PARTY_NOTICES.md for details.

This repository does not grant permission to distribute game assets, disc images, trademarks, or complete retail-equivalent build outputs. A lawfully obtained copy of the game is required for the build process.

Supported versions, in release order:

VersionRegion and titleRelease dateRevisionmain.dol SHA-1
G4QP01Europe — Mario Smash FootballNovember 18, 2005Rev 06dc83dc91d0a5887f0056623498d4cbcd88bc463
G4QE01North America — Super Mario StrikersDecember 5, 2005Rev 0376d699c99b6b0949abe1b4ceccefdef7828d2b5
G4QJ01Japan — Super Mario StrikersJanuary 19, 2006Rev 0d116f02b778a4f69725fd1c00656012d16ebf94a

The releases share nearly all game code; see Version differences for a short summary of the regional changes.

Decompilation

Decompilation is the process of reverse-engineering compiled machine code back into human-readable source code. Unlike disassembly, which produces assembly language, decompilation aims to reconstruct high-level code (like C or C++) that closely matches what the original developers wrote. This process involves analyzing the binary executable, understanding its structure and behavior, and translating it back into source code that compiles to produce identical machine code. In this project, the goal is not just a close match, but a 100% match—the decompiled source code must compile to produce byte-for-byte identical machine code to the original. This is why diffing (see the Diffing section below) is an essential piece of the process, as it allows us to verify that our decompiled code produces exactly the same binary output as the original game. Decompilation projects like this one enable deeper understanding of game mechanics, facilitate modding and preservation, and serve as valuable learning resources for understanding how games were built.

For interesting discoveries and insights found during the decompilation process, check out Fun Facts.

Progress

progress overview

Track the project decompilation progress and explore the interactive graph on decomp.dev.

Contributing

Everybody is warmly welcome to contribute! Whether you're experienced with decompilation or just getting started, your contributions are valuable.

Please read CONTRIBUTING.md for the full guidelines — it covers where the project stands, how to set up your environment, pull request expectations, code style, tips for working on matches, header reorganisation, and the project's stance on AI-assisted contributions.

For real-time discussion, coordination, and help, join the Discord server.

Dependencies

Windows

On Windows, it's highly recommended to use native tooling. WSL or msys2 are not required.
When running under WSL, objdiff is unable to get filesystem notifications for automatic rebuilds.

  • Install Python and add it to %PATH%.
    • Also available from the Windows Store.
  • Download ninja and add it to %PATH%.
    • Quick install via pip: pip install ninja

macOS

  • Install ninja:

    brew install ninja
    
  • Install wine-crossover:

    brew install --cask --no-quarantine gcenx/wine/wine-crossover
    

After OS upgrades, if macOS complains about Wine Crossover.app being unverified, you can unquarantine it using:

sudo xattr -rd com.apple.quarantine '/Applications/Wine Crossover.app'

Linux

  • Install ninja.
  • For non-x86(_64) platforms: Install wine from your package manager.
    • For x86(_64), wibo, a minimal 32-bit Windows binary wrapper, will be automatically downloaded and used.

Building

  • Clone the repository (including the musyx submodule):

    git clone --recursive https://github.com/yannicksuter/smstrikers-decomp
    

    If you've already cloned the repository without --recursive, initialize the submodule manually:

    git submodule update --init --recursive
    
  • To update the repository and its submodules in one go:

    git pull --recurse-submodules
    
  • Copy your game's disc image to orig/<version> (for example, orig/G4QP01, orig/G4QE01, or orig/G4QJ01).

    • Supported formats: ISO (GCM), RVZ, WIA, WBFS, CISO, NFS, GCZ, TGC
    • After the initial build, the disc image can be deleted to save space.
  • Configure:

    python configure.py
    

    To use a version other than G4QE01 (USA, Rev 0), specify it with --version.

  • Build:

    ninja
    

Building a specific version

G4QE01 (USA, Rev 0) is the default. To select another version, pass its game ID to configure.py:

# Europe
python configure.py --version G4QP01
ninja

# USA (default)
python configure.py
ninja

# Japan
python configure.py --version G4QJ01
ninja

Build outputs are kept separately in build/G4QP01, build/G4QE01, and build/G4QJ01. To switch versions, rerun configure.py with the other game ID; cleaning the build directory is not necessary. Add --map to the configure command to generate a linker map.

All three versions are configured to build entirely from reconstructed source and are checked against their retail main.dol SHA-1. GitHub Actions and decomp.dev progress reporting currently default to the USA version.

Diffing

Once the initial build succeeds, an objdiff.json should exist in the project root.

Download the latest release from encounter/objdiff. Under project settings, set Project directory. The configuration should be loaded automatically.

Select an object from the left sidebar to begin diffing. Changes to the project will rebuild automatically: changes to source files, headers, configure.py, splits.txt or symbols.txt.

Related project

mscharged-decomp is the work-in-progress matching decompilation of Mario Strikers Charged, the Nintendo Wii successor to Super Mario Strikers.

Acknowledgements

This project wouldn’t be possible without the collective knowledge, tools, and support of the broader decompilation community. Huge thanks to contributors of other GameCube decomp projects, the teams behind decomp.dev and decomp.me, and the incredibly helpful discussions happening on Discord. These resources have been invaluable for solving problems, speeding up setup, and staying motivated throughout the process.

Ver proyecto oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Lucha / Combate
Estado
alpha
Plataforma de origen
GameCube
Tecnología
Descompilación y Reconstrucción en C/C++
Versión
—
Actualización
—

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
Publicidad