# Ogre Battle 64: Person of Lordly Caliber (PC port project) Static recompilation of the N64 game *Ogre Battle 64: Person of Lordly Caliber* (USA, Rev A) to a native PC executable, using the [N64Recomp] toolchain. **This repository contains no copyrighted game data.** You must supply your own ROM dump (see below). ## System Requirements A 64-bit PC and a GPU the renderer supports: * **GPU** — Direct3D 12.0 (Shader Model 6.0) or Vulkan 1.2 on Windows, Vulkan 1.2 on Linux, Metal on macOS. The oldest GPUs those cover are roughly GeForce GT 630, Radeon HD 7750 (2012) and Intel HD 510 (Skylake). * **CPU** — x86-64 with SSE4.1 (Intel Core 2 Penryn, AMD Bulldozer or newer). The macOS build needs Apple Silicon. * **OS** — Windows 10 or 11 (64-bit); macOS 11 or newer on Apple Silicon; a glibc Linux with a Vulkan 1.2 driver. * **RAM** — 2 GB. The emulated N64 machine commits 512 MB. * **Disk** — about 150 MB for the app, plus the ROM. * **Game data** — your own Ogre Battle 64 (USA, Rev A) cartridge dump, 40 MB in `.z64`, `.n64` or `.v64`. No game data is included. A keyboard is enough to play; a gamepad with XInput (Windows) or SDL controller support is optional. An audio device is optional too: with none, the game runs silently. On Windows no Visual C++ redistributable is required — the package carries the runtime its shader compiler needs. If the game crashes as it starts, update the graphics driver first. On an older GPU, `OGRE_CONSOLE=1` opens a console with the boot log and `OGRE_GRAPHICS_API` pins the backend (`vulkan` or `d3d12`). ## AI Disclaimer This project is mostly an experiment of checking "How far can DeepSeek go?". So far, the results are quite impressive! ## Status See [PLAN.md](PLAN.md) for the full plan, current status, and technical findings. ## Directory layout ``` app/ the port's CMake project (the executable) assets/ your ROM (gitignored; big-endian .z64 expected) asm/ splat-generated disassembly config/ every config the build reads config/config.yaml splat config (segments, vram mapping) config/config.toml N64Recomp config config/banks/ per-unit splat + N64Recomp configs (config-bank.{yaml,toml}) config/symbols/ symbol_addrs*.txt, config/symbols/reloc_addrs.txt, config/symbols/extra_syms.txt, config/symbols/relocatable_sections.txt, the generated undefined_*.txt config/rsp-*.toml RSPRecomp configs (njpeg, audio) debug/ headless-browser probes for the wasm build (see debug/README.md) patches/ our upstream patches (N64Recomp, N64ModernRuntime, RT64) Makefile assemble + link + recompile tools/rt64-plume-sdl.patch our RT64 plume patch — SDL >= 2.0.22 guard (apply to the tools/RT64 submodule on systems with older SDL2, e.g. Ubuntu 22.04) PLAN.md the project plan ``` splat, N64Recomp and RSPRecomp resolve the paths inside a config relative to that config's directory, which is why the configs carry `../` entry points and why the bank configs set `base_path: ../..`. ## Getting started See **Reproduce** in [PLAN.md](PLAN.md). Summary: ```sh # tools (macOS) brew install mips-linux-gnu-binutils cmake python3 -m venv tools/venv && tools/venv/bin/pip install 'splat64[mips]' git clone --recurse-submodules https://github.com/N64Recomp/N64Recomp.git tools/N64Recomp git -C tools/N64Recomp apply ../../patches/n64recomp-ob64.patch cmake -S tools/N64Recomp -B tools/N64Recomp/build -DCMAKE_BUILD_TYPE=Release cmake --build tools/N64Recomp/build --target N64RecompCLI -j4 # ROM: put your .z64 dump in assets/, then regenerate the recompiled code # (see docs/guides/app-build.md -> "Regenerating the recompiled code") make regenerate ``` The ROM must be the USA Rev A dump (40 MB, `.n64` 16-bit byte-swapped or already converted `.z64`). `tools/convert_rom.py` converts `.n64` → `.z64`. **A fresh clone cannot build the app until `make regenerate` has run once**: the recompiled C (`RecompiledFuncs/`, `Bank*Funcs/`, `RspFuncs/`, `app/src/bank_funcs.inc`) is generated from your own ROM and is deliberately not committed. `make regenerate` runs splat, the MIPS link, the 34 bank units, the main recompilation and the RSP microcode in the one order that works. ### Build and run the app ```sh cmake -S app -B build-app -DCMAKE_BUILD_TYPE=Release cmake --build build-app -j ./build-app/ogrebattle64 ``` On launch the app shows the start screen — `OGRE BATTLE 64: RECOMP` with a tab bar (**START GAME**, **MODS**, **CONTROLS**, **SETTINGS**, **DEBUG**). The START GAME tab carries the ROM row, which reads `[ ] No ROM` until a ROM is loaded and is the selected row while there is none: press `SPACE` to pick one, drag the ROM onto the window, or put the ROM next to the executable. `ESC` opens the same panel over the running game, at the same position. The ROM is validated by hash and stored, so later launches go straight into the game. The battery save lands in `saves/` **beside the executable**. ### A playable build ```sh make dist # -> dist/ogre-battle-64-recomp/ (one self-contained executable) make dist-zip # -> dist/ogre-battle-64-recomp-.zip ``` The package is a single file: SDL2 is linked statically (`make dist` fetches and builds a pinned real SDL2 once, because Homebrew's `sdl2` is the SDL3-based compat shim and has no static library). No game data is included, so the player supplies their own ROM on the start screen. See `docs/guides/app-build.md` → "Distribution". The renderer (`tools/RT64`) is a git submodule pinned to an upstream commit and needs its own one-time patch on systems with SDL < 2.0.22 (e.g. Ubuntu 22.04 ships SDL 2.0.20, but `SDL_GetWindowSizeInPixels` requires 2.0.22+): ```sh git submodule update --init --recursive git -C tools/RT64/src/contrib/plume apply ../../../../rt64-plume-sdl.patch ``` Re-apply after any `git submodule update` inside `tools/RT64`, which resets the submodule and discards the patch. ## Legal Ogre Battle 64 © Quest / Nintendo. This project is for preservation and interoperability research. Never distribute the ROM or its extracted assets. [N64Recomp]: https://github.com/N64Recomp/N64Recomp