Unofficial PC Port of Animal Crossing Gamecube
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)
Pre-built releases are available on the Releases page. No build tools required.
rom/ folderAnimalCrossing.exeThe 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.
Open MSYS2 MINGW32 from your Start menu and install:
pacman -S mingw-w64-i686-gcc mingw-w64-i686-cmake mingw-w64-i686-SDL2 mingw-w64-i686-makeClone the repository:
git clone https://github.com/flyngmt/ACGC-PC-Port.git
cd ACGC-PC-PortBuild (from MSYS2 MINGW32 shell):
./build_pc.shPlace your disc image in the rom/ folder:
pc/build32/bin/rom/YourGame.cisoRun:
pc/build32/bin/AnimalCrossing.exeKeyboard 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 and can be edited manually or through the in-game options menu:
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.
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.
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.
No open issues yet, or sync has not completed.