# Animal Crossing: a native PC port of the GameCube decompilation

> Runs Animal Crossing’s decompiled GameCube C code natively on 32-bit x86, replacing the GX graphics API with an OpenGL 3.3 translation layer and console services with SDL2-based platform code. Game assets are read at startup from the user’s own disc image instead of being shipped. It is a port built on ACreTeam’s ac-decomp, not a matching rebuild of the original executable.

- Type: Case study
- Targets: Game
- Category: Independent reconstruction cases
- Relationship: Independent reconstruction project
- Sources reviewed: 2026-10-18
- Added to the catalog: 2026-10-18
- Original resource: <https://github.com/flyngmt/ACGC-PC-Port>
- Primary source: <https://github.com/flyngmt/ACGC-PC-Port/blob/4099d246c927e75b4fd342ca13f4ac4395c55af5/README.md>
- Catalog page: <https://awesomerea.org/resources/animal-crossing-pc-port-case/>
- Record JSON: <https://awesomerea.org/resources/animal-crossing-pc-port-case/record.json>
- Chinese version: [简体中文](https://awesomerea.org/zh/resources/animal-crossing-pc-port-case/index.md)

## Requirements & limits

- **Prerequisites:** Requires the user’s own Animal Crossing (USA) disc image in ISO, GCM or CISO form; at startup the port loads main.dol, foresta.rel.szs and about 2,500 assets from it in memory. The README states that the repository contains no game assets or assembly. Saves use Dolphin-compatible GCI files, and optional HD texture packs use Dolphin’s naming format.
- **Prerequisites:** Windows is the primary target: the documented build uses an MSYS2 MINGW32 shell with 32-bit MinGW GCC, CMake 3.16+ and SDL2, plus vendored GLAD for an OpenGL 3.3 Core context. Builds must be 32-bit, unoptimized (-O0) and define NDEBUG, because the decompiled code casts pointers to 32-bit values and contains optimization-sensitive undefined behavior. Linux i686 is described as compiling and linking but is not officially supported.
- **Scope:** The reviewed snapshot is the v0.9.3-playtest pre-release and supports only the USA Rev 0 release (GAFE01_00). The README calls the underlying ac-decomp complete, while the developer documentation calls it 99.52% complete. Online play is not planned, and the Animal Crossing Deluxe mod is incompatible, although this release adapts some of its quality-of-life changes.
- **Testing evidence:** About 100 decompilation files carry TARGET_PC changes, and optional PC_ENHANCEMENTS add settings, MSAA and texture-pack loading. The project describes Windows as fully tested and records an unresolved bass-distortion audio issue, but publishes no automated tests or byte-matching checks for the port.
- **License:** LICENSE keeps the decompilation code under CC0 1.0 from ac-decomp and licenses the pc/ layer and TARGET_PC additions under MIT, with a separate MIT notice for FixNES; GitHub classifies no single license. Game content rights are separate. The README discloses that AI tools such as Claude were used for port code only.

## Primary sources

1. <https://github.com/flyngmt/ACGC-PC-Port/blob/4099d246c927e75b4fd342ca13f4ac4395c55af5/README.md>
2. <https://github.com/flyngmt/ACGC-PC-Port/blob/4099d246c927e75b4fd342ca13f4ac4395c55af5/pc/DOCUMENTATION.md>
3. <https://github.com/flyngmt/ACGC-PC-Port/blob/4099d246c927e75b4fd342ca13f4ac4395c55af5/FAQ.md>
4. <https://github.com/flyngmt/ACGC-PC-Port/blob/4099d246c927e75b4fd342ca13f4ac4395c55af5/build_pc.sh>
5. <https://github.com/flyngmt/ACGC-PC-Port/blob/4099d246c927e75b4fd342ca13f4ac4395c55af5/pc/CMakeLists.txt>
6. <https://github.com/flyngmt/ACGC-PC-Port/blob/4099d246c927e75b4fd342ca13f4ac4395c55af5/LICENSE>
7. <https://github.com/flyngmt/ACGC-PC-Port/releases/tag/v0.9.3-playtest>

## More in Games

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- [Budokai Tenkaichi 3: a native PC port built on a matching decompilation](https://awesomerea.org/resources/tenkaichi3-pc-port-case/index.md) · Case study
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## About this entry

The description was reviewed against primary sources.
Original editorial content: MIT. Linked projects, papers and assets retain their own rights and licenses.
