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Animal Crossing PC Port

A PC port of Animal Crossing (GameCube)

Important

This project is made to test our Rainfall library, originally built for Courage-Reborn Twilight Princess Port on another game. If you want to contribute, please join our discord : https://discord.gg/3kPcPs9t5y

Important

This repository does not contain any game assets or assembly. A legally obtained copy of the original game is required.


About

Animal Crossing PC Port is a native, cross-platform port of Animal Crossing (GameCube), built on top of the Animal Crossing decompilation. The original game code runs unchanged with minor modifications.

Input and audio use SDL3. Rendering uses a custom OpenGL backend by default, or Rainfall when built with -DAC_USE_RAINFALL=ON.

Supported disc version: GAFE01_00 (USA, Rev 0).


Installation

Pre-built Windows builds are on the Releases page.

  1. Download and extract the latest zip
  2. Put your disc image in the rom/ folder next to the executable
  3. Run AnimalCrossing.exe

The game loads assets from the disc image at startup. No extraction step is needed.


Supported platforms

  • Windows (32-bit and 64-bit)
  • macOS (Apple Silicon and Intel)
  • Linux (x86_64 and ARM64)

A legally obtained GameCube ISO, GCM, or CISO of Animal Crossing (USA) is required at runtime.


Building

Clone with submodules:

git clone --recurse-submodules https://github.com/flyngmt/ACGC-PC-Port.git
cd ACGC-PC-Port/pc
mkdir build && cd build
cmake ..
cmake --build . -j$(nproc)

Dependencies: CMake 3.16+, SDL3, OpenGL. Clang or GCC both work on 64-bit.

macOS example (64-bit, Rainfall renderer, Clang):

brew install sdl3 cmake
git submodule update --init pc/external/rainfall
cd pc/build64
cmake .. -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ \
         -DCMAKE_PREFIX_PATH=/opt/homebrew/opt/sdl3 -DAC_USE_RAINFALL=ON
cmake --build . -j8

GCC also works if you prefer it (brew install gcc, then gcc-16 / g++-16).

Windows (MSYS2): use the MINGW32 or MINGW64 shell, install gcc, cmake, and SDL3, then run cmake .. from pc/build.

Place your disc image in rom/ next to the built executable. The port also checks orig/ and the current directory.

Launch options:

  • --verbose - extra logging
  • --no-framelimit - unlock the frame limiter
  • --model-viewer [index] - debug model viewer
  • --time HOUR - override the in-game hour (0-23)

CMake options:

  • -DAC_USE_RAINFALL=ON - use the Rainfall GX backend instead of legacy pc_gx
  • -DAC_VERSION=0 - game region (0=USA, 1=AUS, 2=JPN)

Controls

Keyboard defaults are in keybindings.ini next to the executable. SDL3 gamepads are supported with hotplug.

Key Action
WASD Move
Arrow keys Camera
Space A
Left Shift B
Enter Start
X / Y X / Y
Q / E L / R
Z Z trigger
I / J / K / L D-pad

Graphics options live in settings.ini (resolution, fullscreen, vsync, MSAA). Dolphin-compatible HD textures go in texture_pack/.

Save files use GCI format in the save/ folder and work with Dolphin exports.


Credits


License

The decompilation sources follow CC0 1.0. The PC port layer (pc/ and TARGET_PC changes) is MIT.

This project does not include any Nintendo intellectual property. You need a legally obtained copy of the original game disc image at runtime.

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PC Port of Animal Crossing Gamecube using Rainfall

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  • C 95.4%
  • C++ 2.5%
  • Python 1.7%
  • CMake 0.2%
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  • Assembly 0.1%