Ogre Battle 64: Recomp
Ogre Battle 64: Recomp brings Ogre Battle 64: Person of Lordly Caliber to PC.
- Type: PC port
- Game: Ogre Battle 64: Person of Lordly Caliber
- Runs on Linux, macOS and Windows
- By lfarroco
- Latest release v0.4.0, 2026-09-26
- Source: https://github.com/lfarroco/ogre-battle-64-recomp
README
Ogre Battle 64: Person of Lordly Caliber (PC port project)
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).
System Requirements
A 64-bit PC and a GPU the renderer supports:
- GPU — Direct3D 12.0 (Shader Model 6.0) or Vulkan 1.2 on Windows, Vulkan 1.2 on Linux, Metal on macOS. The oldest GPUs those cover are roughly GeForce GT 630, Radeon HD 7750 (2012) and Intel HD 510 (Skylake).
- CPU — x86-64 with SSE4.1 (Intel Core 2 Penryn, AMD Bulldozer or newer). The macOS build needs Apple Silicon.
- OS — Windows 10 or 11 (64-bit); macOS 11 or newer on Apple Silicon; a glibc Linux with a Vulkan 1.2 driver.
- RAM — 2 GB. The emulated N64 machine commits 512 MB.
- Disk — about 150 MB for the app, plus the ROM.
- Game data — your own Ogre Battle 64 (USA, Rev A) cartridge dump, 40 MB in
.z64,.n64or.v64. No game data is included.
A keyboard is enough to play; a gamepad with XInput (Windows) or SDL controller support is optional. An audio device is optional too: with none, the game runs silently. On Windows no Visual C++ redistributable is required — the package carries the runtime its shader compiler needs.
If the game crashes as it starts, update the graphics driver first. On an older
GPU, OGRE_CONSOLE=1 opens a console with the boot log and OGRE_GRAPHICS_API
pins the backend (vulkan or d3d12).
AI Disclaimer
This project is mostly an experiment of checking "How far can DeepSeek go?". So far, the results are quite impressive!
Status
See PLAN.md for the full plan, current status, and technical findings.
Directory layout
app/ the port's CMake project (the executable)
assets/ your ROM (gitignored; big-endian .z64 expected)
asm/ splat-generated disassembly
config/ every config the build reads
config/config.yaml splat config (segments, vram mapping)
config/config.toml N64Recomp config
config/banks/ per-unit splat + N64Recomp configs (config-bank<U>.{yaml,toml})
config/symbols/ symbol_addrs*.txt, config/symbols/reloc_addrs.txt, config/symbols/extra_syms.txt,
config/symbols/relocatable_sections.txt, the generated undefined_*.txt
config/rsp-*.toml RSPRecomp configs (njpeg, audio)
debug/ headless-browser probes for the wasm build (see debug/README.md)
patches/ our upstream patches (N64Recomp, N64ModernRuntime, RT64)
Makefile assemble + link + recompile
tools/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
splat, N64Recomp and RSPRecomp resolve the paths inside a config relative to
that config's directory, which is why the configs carry ../ entry points and
why the bank configs set base_path: ../...
Getting started
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 ../../patches/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 regenerate
The 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.
Build and run the app
cmake -S app -B build-app -DCMAKE_BUILD_TYPE=Release
cmake --build build-app -j
./build-app/ogrebattle64
On launch the app shows the start screen — OGRE BATTLE 64: RECOMP with a tab
bar (START GAME, MODS, CONTROLS, SETTINGS, DEBUG). The START
GAME tab carries the ROM row, which reads [ ] No ROM until a ROM is loaded and
is the selected row while there is none: press SPACE to pick one, drag the ROM
onto the window, or put the ROM next to the executable. ESC opens the same panel
over the running game, at the same position. 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.
A playable build
make dist # -> dist/ogre-battle-64-recomp/ (one self-contained executable)
make dist-zip # -> dist/ogre-battle-64-recomp-<platform>.zip
The 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.patch
Re-apply after any git submodule update inside tools/RT64, which resets the
submodule and discards the patch.
Legal
Ogre Battle 64 © Quest / Nintendo. This project is for preservation and interoperability research. Never distribute the ROM or its extracted assets.