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).
This work in this project was mostly performed by the DeepSeek v4/v4.1 Flash model.
The main code segment (807 functions) has been fully recompiled to C. The runtime app (rendering, input, audio) is the next milestone. See PLAN.md for the full plan, current status, and technical findings.
assets/ your ROM (gitignored; big-endian .z64 expected)
asm/ splat-generated disassembly
debug/ headless-browser probes for the wasm build (see debug/README.md)
config.yaml splat config (segments, vram mapping)
config.toml N64Recomp config
Makefile assemble + link + recompile
n64recomp-ob64.patch our N64Recomp modifications (apply to upstream clone)
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
See Reproduce in PLAN.md. Summary:
# 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 ../../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 regenerateThe 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.
cmake -S app -B build-app -DCMAKE_BUILD_TYPE=Release
cmake --build build-app -j
./build-app/ogrebattle64On launch the app shows a black start screen — OGRE BATTLE 64: RECOMP /
CLICK TO LOAD YOUR ROM (OR DROP IT IN THIS WINDOW). Click it to pick your ROM,
drag the ROM onto the window, or just put the ROM next to the executable. 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.
make dist # -> dist/ogre-battle-64-recomp/ (one self-contained executable)
make dist-zip # -> dist/ogre-battle-64-recomp-<platform>.zipThe 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+):
git submodule update --init --recursive
git -C tools/RT64/src/contrib/plume apply ../../../../rt64-plume-sdl.patchRe-apply after any git submodule update inside tools/RT64, which resets the
submodule and discards the patch.
Ogre Battle 64 © Quest / Nintendo. This project is for preservation and interoperability research. Never distribute the ROM or its extracted assets.