Ogre Battle 64 Recompiled Project at 99.05% The Ogre Battle 64 Recompiled project has fully recompiled the game's main code segment of 807 functions to C, reaching 99.05% completion, with the runtime app for rendering, input, and audio named as the next milestone. The static recompilation of Ogre Battle 64: Person of Lordly Caliber (USA, Rev A) to a native PC executable uses the N64Recomp toolchain and was mostly performed by the DeepSeek v4/v4.1 Flash model, according to the project repository. The repository contains no copyrighted game data, requiring players to supply their own USA Rev A ROM dump (40 MB) on the start screen, and a fresh clone cannot build the app until make regenerate has run once. Static recompilation of the N64 game Ogre Battle 64: Person of Lordly Caliber USA, Rev A to a native PC executable, using the N64Recomp https://github.com/N64Recomp/N64Recomp toolchain. This repository contains no copyrighted game data. You must supply your own ROM dump see below . This work in this project was mostly performed by the DeepSeek v4/v4.1 Flash model. The main code segment 807 functions has been fully recompiled to C. The runtime app rendering, input, audio is the next milestone. See PLAN.md https://github.com/lfarroco/ogre-battle-64-recomp/blob/main/PLAN.md for the full plan, current status, and technical findings. assets/ your ROM gitignored; big-endian .z64 expected asm/ splat-generated disassembly debug/ headless-browser probes for the wasm build see debug/README.md config.yaml splat config segments, vram mapping config.toml N64Recomp config Makefile assemble + link + recompile n64recomp-ob64.patch our N64Recomp modifications apply to upstream clone 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 See Reproduce in PLAN.md https://github.com/lfarroco/ogre-battle-64-recomp/blob/main/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 ../../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. cmake -S app -B build-app -DCMAKE BUILD TYPE=Release cmake --build build-app -j ./build-app/ogrebattle64 On launch the app shows a black start screen — OGRE BATTLE 64: RECOMP / CLICK TO LOAD YOUR ROM OR DROP IT IN THIS WINDOW . Click it to pick your ROM, drag the ROM onto the window, or just put the ROM next to the executable. 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 . php make dist - dist/ogre-battle-64-recomp/ one self-contained executable make dist-zip - dist/ogre-battle-64-recomp-