Unofficial PC Port of Animal Crossing Gamecube
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Animal Crossing PC Port

A native PC port of Animal Crossing (GameCube) built on top of the ac-decomp decompilation project.

The game's original C code runs natively on x86, with a custom translation layer replacing the GameCube's GX graphics API with OpenGL 3.3.

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

Supported versions: GAFE01_00: Rev 0 (USA)

Quick Start (Pre-built Release)

Pre-built releases for this fork are listed on the Releases page.

  1. Download the latest macOS .dmg from Releases
  2. Open the DMG and move AnimalCrossing.app where you want (for example, Applications)
  3. Place your disc image in ~/Documents/ACGC/ or ~/Documents/ACGC/rom/
  4. Optional runtime folders:
    • saves: ~/Documents/ACGC/save/
    • HD textures: ~/Documents/ACGC/texture_pack/
  5. Launch AnimalCrossing.app

If Gatekeeper blocks first launch, use Finder > right-click > Open once, or run:

xattr -dr com.apple.quarantine /Applications/AnimalCrossing.app

The game reads all assets directly from the disc image at startup. No extraction or preprocessing step is needed.

Automated master builds

Every push to master runs a GitHub Actions macOS build, uploads workflow artifacts (.dmg and .tar.gz), and refreshes the rolling prerelease tag master-latest with the newest build files. The packaged bundle contains only AnimalCrossing.app and a short README.txt.

Building from Source

Only needed if you want to modify the code. Otherwise, use the pre-built release above.

Requirements

  • macOS (Apple Silicon or Intel)
  • Xcode Command Line Tools
  • Homebrew
  • Animal Crossing (USA) disc image (ISO, GCM, or CISO format)

Install Build Dependencies

xcode-select --install
brew install cmake sdl2 make

Build Steps

  1. Clone the repository:

    git clone https://github.com/lambadalambda/ACGC-PC-Port.git
    cd ACGC-PC-Port
    
  2. Build:

    make
    

    This configures pc/build-macos and enables LP64 bringup mode by default.

  3. Place your disc image in the rom/ folder:

    pc/build-macos/bin/rom/YourGame.ciso
    

    You can also keep it in ~/Documents/ACGC/ or ~/Documents/ACGC/rom/.

    Save files are stored in ~/Documents/ACGC/save/ and HD texture packs are loaded from ~/Documents/ACGC/texture_pack/ (with local ./save/ and ./texture_pack/ fallback for terminal-driven builds).

  4. Run:

    pc/build-macos/bin/AnimalCrossing
    

Optional Build Overrides

make BUILD_DIR=pc/build-custom
make CMAKE_OPTIONS='-DPC_EXPERIMENTAL_64BIT=ON -DPC_CONSOLE=ON'

Legacy Windows Helper

The old MSYS2 helper is still available for the 32-bit reference path:

./build_pc.sh

Controls

Keyboard bindings are customizable via keybindings.ini (next to the executable). Mouse buttons (Mouse1/Mouse2/Mouse3) can also be assigned.

Keyboard (defaults)

Key Action
WASD Move (left stick)
Arrow Keys Camera (C-stick)
Space A button
Left Shift B button
Enter Start
X X button
Y Y button
Q / E L / R triggers
Z Z trigger
I / J / K / L D-pad (up/left/down/right)

Gamepad

SDL2 game controllers are supported with automatic hotplug detection. Button mapping follows the standard GameCube layout.

Command Line Options

Flag Description
--verbose Enable diagnostic logging
--no-framelimit Disable frame limiter (unlocked FPS)
--model-viewer [index] Launch debug model viewer (structures, NPCs, fish)
--on-screen-timer Show T+MM:SS overlay for repro timestamps
--boot-player-select Enable experimental player-select boot path
--time H[:M[:S]] Override in-game time (examples: 5, 17:30, 5:55:00)
--selftest Run startup self-test and exit (assetless sanity check)

Settings

Graphics settings are stored in settings.ini and can be edited manually or through the in-game options menu:

  • Resolution (up to 4K)
  • Fullscreen toggle
  • VSync
  • MSAA (anti-aliasing)
  • Texture Loading/Caching (No need to enable if you aren't using a texture pack)
  • Launch Log File (creates a new log in Documents/ACGC/logs/ each launch; applies next launch, and Options shows active filename when available)

Texture Packs

Custom textures can be placed in texture_pack/. Dolphin-compatible format (XXHash64, DDS).

I highly recommend the following texture pack from the talented artists of Animal Crossing community.

HD Texture Pack

Save Data

Save files are stored in save/ using the standard GCI format, compatible with Dolphin emulator saves. Place a Dolphin GCI export in the save directory to import an existing save.

When Launch Log File is enabled in the title Options menu, a fresh startup log is written to ~/Documents/ACGC/logs/ (or %USERPROFILE%/Documents/ACGC/logs/ on Windows) on each launch.

Credits

This project would not be possible without the work of the ACreTeam decompilation team. Their complete C decompilation of Animal Crossing is the foundation this port is built on.

AI Notice

AI tools such as Claude were used in this project (PC port code only).