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 PC, 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)
Pre-built releases are available on the Releases page. No build tools required.
- Download and extract the latest release zip
- Place your disc image in the
rom/folder - Run
AnimalCrossing.exe
The game reads all assets directly from the disc image at startup. No extraction or preprocessing step is needed.
Only needed if you want to modify the code. Otherwise, use the pre-built release above.
- Animal Crossing (USA) disc image (ISO, GCM, or CISO format)
- CMake 3.16+
- SDL2 development libraries
- GCC (required on 64-bit platforms; Clang is supported on 32-bit only)
-
Install MSYS2 (https://www.msys2.org/)
-
Open MSYS2 MINGW32 and install dependencies:
pacman -S mingw-w64-i686-gcc mingw-w64-i686-cmake mingw-w64-i686-SDL2 mingw-w64-i686-make
-
Clone and build:
git clone https://github.com/flyngmt/ACGC-PC-Port.git cd ACGC-PC-Port ./build_pc.sh -
Place your disc image in
pc/build32/bin/rom/and run:pc/build32/bin/AnimalCrossing.exe
-
Install MSYS2 (https://www.msys2.org/)
-
Open MSYS2 MINGW64 and install dependencies:
pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-cmake mingw-w64-x86_64-SDL2 mingw-w64-x86_64-make
-
Clone and build:
git clone https://github.com/flyngmt/ACGC-PC-Port.git cd ACGC-PC-Port/pc mkdir build64 && cd build64 cmake .. -G "MinGW Makefiles" mingw32-make -j$(nproc)
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Place your disc image in
pc/build64/bin/rom/and run:pc/build64/bin/AnimalCrossing.exe
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Install dependencies:
brew install gcc sdl2 cmake
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Clone and build:
git clone https://github.com/flyngmt/ACGC-PC-Port.git cd ACGC-PC-Port/pc mkdir build && cd build cmake .. -DCMAKE_C_COMPILER=gcc-15 -DCMAKE_CXX_COMPILER=g++-15 make -j$(sysctl -n hw.ncpu)
Adjust
gcc-15/g++-15to match your installed GCC version (ls /opt/homebrew/bin/gcc-*). -
Place your disc image in
build/bin/rom/and run:build/bin/AnimalCrossing
-
Install dependencies:
# Arch/CachyOS/Manjaro sudo pacman -S gcc cmake sdl2 # Debian/Ubuntu sudo apt install gcc g++ cmake libsdl2-dev # Fedora sudo dnf install gcc gcc-c++ cmake SDL2-devel
-
Clone and build:
git clone https://github.com/flyngmt/ACGC-PC-Port.git cd ACGC-PC-Port/pc mkdir build && cd build cmake .. make -j$(nproc)
-
Place your disc image in
build/bin/rom/and run:build/bin/AnimalCrossing
The game reads all assets directly from the disc image at startup. No extraction or preprocessing step is needed. Place your disc image (.iso, .gcm, or .ciso) in the rom/ folder next to the executable — the file can be named anything. The game also checks the orig/ folder and the current directory.
Keyboard bindings are customizable via keybindings.ini (next to the executable). Mouse buttons (Mouse1/Mouse2/Mouse3) can also be assigned.
| 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) |
SDL2 game controllers are supported with automatic hotplug detection. Button mapping follows the standard GameCube layout.
| Flag | Description |
|---|---|
--verbose |
Enable diagnostic logging |
--no-framelimit |
Disable frame limiter (unlocked FPS) |
--model-viewer [index] |
Launch debug model viewer (structures, NPCs, fish) |
--time HOUR |
Override in-game hour (0-23) |
Graphics settings are stored in settings.ini (next to the executable) 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)
Custom textures can be placed in the texture_pack/ folder next to the executable. Dolphin-compatible format (XXHash64, DDS).
I highly recommend the following texture pack from the talented artists of Animal Crossing community.
Save files are stored in the save/ folder next to the executable, using the standard GCI format. Compatible with Dolphin emulator saves — place a Dolphin GCI export in the save directory to import an existing save.
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 tools such as Claude were used in this project (PC port code only).
See FAQ for more info.