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Ken Griffey Jr.'s Slugfest (SlugfestRecompiled)

Port nativo de Ken Griffey Jr.'s Slugfest (SlugfestRecompiled) para PC.

Ken Griffey Jr.'s Slugfest (SlugfestRecompiled)

Port nativo basado en su ficha de origen.

README del repositorio

Ken Griffey Jr.'s Slugfest: Recompiled

A native PC port of Ken Griffey Jr.'s Slugfest (N64, USA), built by static recompilation with N64Recomp, N64ModernRuntime, RT64 and RecompFrontend. You need your own ROM; none is included.

Status: beta. The intro, menus, create-a-player, attract mode, Exhibition games and Home Run Derby run with audio, controller and FlashRAM saves, and widescreen works in 3D scenes (menus stay 4:3). Season mode is still being tested, and only Linux (including the Steam Deck) is supported so far. See docs/STATUS.md for open issues.

Download (beta)

Beta builds for Linux, including the Steam Deck, are on the Releases page as an AppImage. They're pre-releases: expect bugs, and report them in the issues. You still need your own ROM of Ken Griffey Jr.'s Slugfest (USA); the launcher asks for it on first start and checks it.

On the Steam Deck:

  1. In Desktop Mode, download SlugfestRecompiled-<version>-x86_64.AppImage.
  2. Make it executable: right-click it, Properties, Permissions, "Is executable" (or chmod +x it in a terminal).
  3. Run it and pick your ROM in the launcher (Start Game asks for it the first time).
  4. To play from Gaming Mode, add it to Steam: right-click the AppImage, "Add to Steam".

Saves and settings go to ~/.config/SlugfestRecompiled/.

Building

See BUILDING.md to build it.

How the game is put together

  • The cartridge boots a small loader at 0x80061600 that holds the OS core of libultra (threads, messages, exceptions). It decompresses the main game module, toplevel, and jumps to it.
  • The ROM has a table of 316 files (0x80066EB8) compressed with a block-based MIO0 variant, and a table of 10 code modules (0x80067DA8): toplevel, globals and arts at fixed addresses, then overlays sharing two slots (frontend/gamebase at 0x8014C3C0; flythru/intro/game/derby/party at 0x801B0930).
  • Recompilation runs against a working ROM with every module decompressed and appended at 0x1000000. src/game/rom_decompression.cpp rebuilds the same layout from your ROM at runtime, and src/game/overlays.cpp tells the runtime which module is loaded, since the game loads them itself.
  • Graphics use F3DEX2 and F3DLX2.Rej 2.06 (handled by RT64); the audio microcode is recompiled with RSPRecomp.
  • RT64 comes from a fork with fixes for this game on top of upstream (player shadows, screens the CPU draws, HUD placement in widescreen); see docs/STATUS.md.
  • The game steps its logic once per frame with no frame limiter, so src/game/frame_pacing.cpp holds it at its original 30 fps.

Credits

The app skeleton (src/main/main.cpp, CMakeLists.txt) and the UI assets are adapted from BanjoRecomp (GPL-3.0). Fonts: Inter and Noto Emoji (SIL Open Font License), PromptFont (see assets/promptfont/LICENSE.txt).

License

GPL-3.0. See LICENSE.

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