Project Bumble

Project Bumble brings Buck Bumble to PC.

README

Project Bumble

A native PC and Steamdeck port of Buck Bumble, with widescreen support, modern graphics, a plethora of QOL enhancements, and keyboard, mouse and controller controls. This is hobby project originally built for my own playthrough, now shared because sharing is caring. While feedback and bug reports are welcome, please keep your virtue signalling and code quality objections to reddit.

Download and play

Get the latest build FuzzyBumble from Releases. You need your own Buck Bumble (USA), revision 0 ROM. Select it when prompted on first launch. .z64, .n64, and .v64 byte orders are supported. No ROM or game assets are included.

On first launch, choose whether to generate enhanced textures (about 120 MB). Select Not now to skip them, or Don't ask again to remember your choice. Generation shows progress and can be cancelled; later launches use the cache. You can restore the prompt from Options > Graphics / Effects.

  • Windows: Run FuzzyBumble_<version>.exe. No installer or separate DLLs needed.
  • Steam Deck: Make FuzzyBumble_<version>.AppImage executable, add it to Steam as a non-Steam game, and use the Gamepad controller layout.
  • Linux: The AppImage is the simplest option. The bare FuzzyBumble_<version> executable is also available, but needs its runtime libraries installed.

Windows requires an x86-64 CPU with SSE4.1 and a compatible D3D12 or Vulkan GPU. Linux requires x86-64 with AVX2 and F16C. The AppImage includes SDL, audio libraries, and C/C++ runtimes. It uses the system Vulkan loader and graphics/display libraries to match the installed drivers. A supported Linux kernel and desktop session are still required.

Saves, settings, and generated textures live in userdata beside the executable or AppImage. Keep that folder when updating or moving the game. On the first portable launch, existing user-profile data is copied there without deleting the original. The game folder must be writable.

Game-managed caches and temporary files also stay in userdata; there is no fallback to AppData. Linux shader-cache locations are redirected there where the driver supports it. AppImage mounting/extraction, OS crash reports, graphics-driver services and desktop file-picker history are managed by the system, not the game. Advanced --data-root and --controller-pak-root options explicitly override their respective locations; diagnostic output paths must stay inside the data root. I try to test as extensively as I can on Windows, Steamdeck and Linux WSL. If I miss anything hopefully these logs will catch it.

Enhancements

  • Widescreen and ultrawide support, with an adapted HUD and menus.
  • Original 30 Hz or interpolated 60/120 Hz rendering.
  • Mouse aiming and dual-stick flight controls, with direct buttons for maneuvers.
  • Remappable controls, stick-layout options, sensitivity, deadzone and inversion settings.
  • Separate mouse sensitivity for each axis, with optional acceleration.
  • Cutscene text speeds of 1x, 2x, and 4x (default).
  • Optional auto-sprint, using the same speed as holding Sprint.
  • Modern menus with keyboard, mouse and controller navigation.
  • Updated weapon labels, boss health display and damage feedback.
  • Optional modern lighting, water effects, terrain textures and grass.
  • Cycle original, modern, and modern with enhanced textures during play.
  • Local saves and settings, with no account or online connection needed to play.

PC controls

InputAction
WASD / mouseMove / aim
Left clickFire
SpaceTake off / land
F / VFly straight up / down
ShiftSprint
CtrlBarrel roll
Mouse 4Loop-de-loop
RQuick flip
Mouse wheel or Q/EChange weapon
TabCycle visual modes
Enter or EscapePause

Controls can be changed in the settings menu. The visual-mode shortcut works with either input device, including Tab while using a controller.

Enhanced textures use JetForce Capricorn's 9× reconstruction, generated once from your ROM and cached locally. Original and modern modes remain available.

Steam Deck controls

Use Steam's Gamepad layout. These are the default in-game bindings:

InputAction
Left stickMove
Right stickAim
R2Fire
ATake off / land
L1 / R1Previous / next weapon
XSprint
L2Barrel roll
Left / right stick clickFly straight up / down
BLoop-de-loop
YQuick flip
Menu (☰)Pause
View (▢▢)Cycle visual modes
A / B in menusConfirm / back

Custom bindings override these defaults. Trackpads and rear buttons can be assigned through Steam Input. Should I add gyro?

Disclaimer

Project Bumble is an unofficial fan project not associated or containing the original game in any way. It is not affiliated with, endorsed by, or sponsored by Nintendo, Ubisoft, Argonaut Software, or any other rights holder.

We do not provide the original game. This repository and its downloads do not include a Buck Bumble ROM, music, sounds, textures, models, levels, or other extracted original game assets. We do not provide ROM downloads or links to them. Game assets are loaded or generated locally from the ROM you supply.

You must own a legally purchased copy of Buck Bumble and provide your own lawfully obtained ROM dump of the supported US revision-0 release to use this project. The port is not a substitute for owning the original game. Do not upload or share ROMs or extracted game assets in this repository or its issues.

Buck Bumble, its characters, names, artwork, music, trademarks and all other original game content belong to their respective copyright and trademark holders. We claim no ownership of that content. This project grants no rights to copy or redistribute the original game or its assets.

Project

Built with N64ModernRuntime, RT64 and JoltPhysics.

Report a bug When raising issues please make sure you include the build version you experienced the bug in ^_^