A static recompilation of Star Wars: Rogue Squadron (USA v1.0) for the N64 built with N64Recomp and N64ModernRuntime, rendering through a forked RT64 that understands Factor 5's custom display-list format.
Important
Heavily AI-assisted. Most of the debugging, architectural decisions, and code here were produced with Claude.
| Requirement | Details |
|---|---|
| ROM | Star Wars: Rogue Squadron (USA v1.0) .z64, .v64 or .n64 (xxHash3-64 0x6B66A44153594DEA) |
| OS / Platform | Graphics Backend |
|---|---|
| Windows 10+ x64 | Vulkan, D3D12, D3D11, D3D10 |
| Windows 10+ x86 (32-bit) | Vulkan, D3D12, D3D11, D3D10 |
| Linux x64 (glibc 2.38+) | Vulkan |
| Linux arm64 / armhf (glibc 2.38+) | Vulkan; runs on a Raspberry Pi 4 |
| Linux x86 (32-bit)** (glibc 2.38+) | Vulkan |
| Android 8+ arm64 | Vulkan 1.1 |
| maybe macOS 11+* | Metal |
*macOS is compile-only so far (see macOS notes)
**The 32-bit x86 Linux build has only been run on a 64-bit PC with software Vulkan, not yet with a GPU driver.
Per-platform player requirements (GPUs for D3D11 and D3D10, Raspberry Pi models, where the AppImage and Flatpak keep saves) are in docs/building-all-platforms.md.
- High resolutions: high resolution options, with optional MSAA, SSAA or FXAA anti-aliasing & HDR.
- Widescreen: extends the screen (and camera FOV) beyond the old 4:3 aspect ratio.
- Longer draw distance: see much farther away by up to 2.5x the original. Has some caveats.
- Frame Interpolation: smooths the game's native ~30 fps to match your monitor's refresh rate. Might still have some visual glitches.
- Support for Texture packs: RT64 texture-replacement packs load at startup.
- Ray Tracing Support (experimental): reflections, shadows, dynamic lights from lasers and explosions, and light shafts through fog.
- Keyboard and mouse: fly with the mouse and fire with the mouse buttons.
- Gamepads: any SDL-supported controller works, with gamepad lightbar support.
- Flight sticks and H.O.T.A.S.: use the throttle lever to set your speed, and twist or rudder roll.
- Rumble: the game's own Rumble Pak effects play on gamepads and force-feedback joysticks. Fully adjustable in
roguesq_input.json. - Full rebinding: press F6 in-game to rebind actions, change sensitivity, adjust deadzones, and rumble settings. See Controls.
- Touch controls on Android: tap menu and in-game buttons and fly with an on-screen stick. You can move and resize the buttons, and turn on 'gyro steering' to help fine tune your aim.
- Online two-player co-op: host or join from a MULTIPLAYER page on the main menu. Your partner flies alongside you as a wingman, shares objectives, lives, and the mission result. Works over LAN (with automatic discovery) and over the internet (with UPnP port forwarding). Uses a fork of ENet called ENet6 and miniupnp. The Multiplayer is shipped as a
multiplayer-nativemod. - Co-op over Steam using the
steam-relaymod (Desktop ONLY): with Steam running, HOST GAME will show a 6-digit join code. A client can replace the IP address field with the code to join the game. Steam sees the game as Spacewar (app id 480).- The Steam API library is not included: download the Steamworks SDK (version 1.65, from partner.steamgames.com, any Steam login) and copy
redistributable_bin/win64/steam_api64.dll(Windows),redistributable_bin/linux64/libsteam_api.so(Linux) orredistributable_bin/osx/libsteam_api.dylib(macOS) intomods/steam-relay/. Without it, or with Steam closed, the MULTIPLAYER will default to using direct connections. - Linux needs the native Steam package (Flatpak and Snap Steam are not supported); on Steam Deck, add the Linux build as a non-Steam game; on macOS, remove the download quarantine with
xattr -d com.apple.quarantine mods/steam-relay/libsteam_api.dylib.
- The Steam API library is not included: download the Steamworks SDK (version 1.65, from partner.steamgames.com, any Steam login) and copy
- See docs/multiplayer.md for more details.
Note
Steam-Relay mod on Linux, Steam Deck and macOS are untested.
- Mod support: turn mods on and off in the Mods panel of the F6 window. (some might requires resetting the game)
- Developers can use mods/platforms.json to automatically include mods in builds based on platform.
- See docs/modding.md for modding info.
- Included mods:
- Multiplayer: online co-op (see above).
- Larger Object Pool: doubles the number of ships, lasers, and explosions the game can track at once, so busy missions stop resetting pooled objects.
- Long Tow Cable: the snowspeeder's tow cable is long enough to wrap an AT-AT several times.
- Fullscreen toggle: an option in the option's and pause menu's display settings.
- Quit Prompt: a prompt in the main menu asking if you want to quit.
- Invincibility: your craft takes no damage.
- Any Craft, Any Mission: fly any ship on any level.
- Ray Tracing: Adds a Ray Tracing menu in 'Options' -> 'Display Settings' to toggle various RT features.
Put rogue_squadron.z64 (or rogue_squadron.v64 / rogue_squadron.n64) in the working directory (the executable's folder when you double-click it) and launch. The ROM hash is checked and the ROM is imported on first launch.
Keyboard, mouse, gamepad, and flight sticks / HOTAS all work; no controller is required. The keyboard and joystick defaults for the most part follow the PC version (Rogue Squadron 3D).
Actions are for the game's default Luke controller setting. The other controller presets in Options rearrange them.
| Action | Keyboard | Mouse | N64 | Gamepad | Joystick / H.O.T.A.S. |
|---|---|---|---|---|---|
| Steer | ↑,↓,←,→ (A/D turns) | Mouse X/Y | Analog stick | Left stick | Stick X/Y |
| Fire blasters | Space | LMB | B | X | Button 1 (trigger) |
| Fire secondary | Alt | RMB | C-Left | Back | Button 2 |
| Fire mode | X | — | C-Down | B | Button 6 |
| Thrust | W | — | A | A | Button 3 |
| Brake | S | — | Z | Left trigger | Button 4 |
| Speed (positional) | — | — | — | — | Throttle lever |
| Roll | E | — | R | Right shoulder | Button 7 + twist joystick |
| Special | F | — | C-Right | Guide | Button 5 |
| Cockpit | C | — | D-Pad Up | D-Pad | — |
| Standard | V | — | D-Pad Down | D-Pad | — |
| Close view | B | — | D-Pad Right | D-Pad | — |
| Switch view | N | — | L | Left shoulder | Button 8 |
| In-Game Profiler HUD | F5 | — | — | — | — |
| Look around | Q | — | C-Up | Y | Hat |
| Drop camera | Z | — | D-Pad Left | D-Pad | — |
| Menu confirm | Enter | — | A | A | Button 3 |
| Back | Backspace | — | B | X | Button 1 |
| Pause | Esc | — | Start | Start | — |
Mouse flight steering: mouse cursor is automatically captured when the game window is focused. Mouse motion steers the craft, left click fires blasters, right click fires the secondary weapon. The cursor displays when the window loses focus, the (F6) Controls window is open, or when RT64's (F1) inspector is up.
Rumble: the game's own Rumble Pak effects (hits, collisions, terrain scrapes, weapons, the death spiral, and crashing) play on gamepads and on joysticks supporting rumble or force feedback. Hits get stronger with the damage taken, and the rumble keeps going through the death spiral. Rumble and its individual effects can be tuned in the (F6) Controls window, or in the rumble section of roguesq_input.json.
Flight sticks and H.O.T.A.S.: any devices named "joystick" will be bound as a joystick. A stick with exactly three axes, or a device named "throttle", gets its lever bound to Throttle. The throttle sets your speed by position: full back is craft's slowest, full forward is fastest, and middle is normal speed. Other axes can be bound from the Controls window (F6)
Tip
When binding the throttle, move the lever to the opposite position, click Rebind on 'Throttle', then push/pull it forward/back.
Twist grip or rudder pedals can do one of two depending on how you bind them. Bind them to StickLeft/StickRight and they'll add to stick X since inputs on the same stick direction adds together.
Bind them to RollLeft/RollRight and they'll give a dedicated roll axis. Hold the 'Roll' button then twist to roll.
In Debug builds F1/F3/F4 also toggle RT64 developer tools.
- F1 toggles RT64's ImGui overlay (configuration, texture dumping, per-call debugger, render-target view).
- F3 toggles ViewRDRAM mode.
- F4 toggles texture replacement.
Press F6 to open the Controls window.
- Click Rebind or Add on any action, then press any key, button, or move an axis to assign it.
- Clear removes the selected binding.
- The Joysticks / H.O.T.A.S. section shows each connected joystick's axes live, with invert and deadzone settings.
- The Rumble section holds the rumble settings. With options to adjust mouse sensitivity and invert the axis there too.
Bindings are saved to roguesq_input.json next to the executable.
Tip
In Debug builds the RT64 inspector owns the ImGui overlay, so press F1 first before F6. Release builds open the Controls window with F6 directly.
Note
The game is completely playable from beginning to end.
-
A very high draw distance causes the terrain renderer to render more tiles which degrades performance severely.
1.3is a good distance but at2.0or more the performance will suffer. At that distance you'll noticed structure and NPCs popping into existence at about the1.5mark. Increasing the distance for structures and NPCs to pop in will affect how AI behaves and how events trigger. -
Frame interpolation can be enabled BUT might still have visual glitches if meshes/objects aren't ID'd properly. The performance hitches (frame rate drops) will also cause a frame stutter. (This has since been improved)
-
Some CPU performance hitching and slow down (~20fps) in spots. (although not as bad as the real n64 game) This is expected since the game is very CPU heavy with a lot of systems running off of counters based on a variable timestep.
-
Cutscenes having screen sizes of varying widths which could genuinely be an issue with the game itself. (Some cutscenes have black bars on the sides or additional padding, but some don't)
-
Very slight cut off at the top of text rects BUT this also existed in the original game.
-
Terrain tile textures don't align perfectly and seem to have a slight cut off which is probably a game issue than a recomp. issue.
-
Level editing using RS64 Explorer to assist modding efforts
- Level/Event authoring
- Cutscene authoring
-
Mod to replace terrain rendering with a pre-baked mesh and use a shader for LOD tiling taking advantage of the GPU (Modern games do this)
- Relieves one of the games biggest bottlenecks
- Will require another pre-process to procedurally create bodies of water over parts or large sections of the terrain because bodies of water are basically animated sprites painted onto the terrain.
- Will greatly benefit Ray Tracing
- Will greatly benefit visuals and performance when at a 2x+ draw distance
| OS/Platform | Requirement |
|---|---|
| Windows 10+ | CMake 3.20+, MSVC with the ClangCL toolset with a MIPS Toolchain* |
| Linux | CMake 3.20+, Clang or GCC |
*Uses mips64-elf-gcc.exe and mips64-elf-ld.exe to compile the patches ELF (patches/).
git clone --recurse-submodules https://github.com/MikeSemicolonD/RogueSquadron64Recomp.git
cd RogueSquadron64Recomplib/ holds forks of N64ModernRuntime and rt64, forked because the upstream libraries don't support Factor 5's custom microcode. N64ModernRuntime also contains a forked/modified version of N64Recomp.
enet6 and miniupnp are used exclusively for the multiplayer co-op mod.
The recompiler needs an ELF of the game: the ROM's code with every function named and its bounds. You make it from your ROM with the companion rogue_squadron64 decomp, cloned next to this repo. From this repo (using Python 3.11+):
git clone https://github.com/MikeSemicolonD/rogue_squadron64.git ../rogue_squadron64
cp path/to/rogue_squadron.z64 ../rogue_squadron64/ # the ROM goes in the decomp's root
python tools/make_elf_from_syms.py # writes ../rogue_squadron64/build/roguesquadron.elfrogue_squadron.toml reads the ROM and the ELF from exactly those two paths.
The script uses the decomp's tools/make_elf.py to write the ELF, but takes the function names from this repo's syms/rogue_squadron.syms.toml, so they match rogue_squadron.toml and the mods. Only data symbols and unnamed func_ names come from the decomp.
The decomp's own build (splat split roguesquadron.yaml && python tools/make_elf.py) is only for renaming symbols in the decomp. If its names are behind this repo's, N64Recomp fails with this error:
Function ... is stubbed out in the config file but does not exist!
The recomp's CMake needs RecompiledFuncs/, and the recompiled boot and audio microcode so build N64Recomp and RSPRecomp first. Why is this needed? Because the game contains custom boot/audio microcode, requiring its own recompilation process.
cmake -S lib/N64ModernRuntime/N64Recomp -B build-tools -DCMAKE_BUILD_TYPE=Release # Configure the tools
cmake --build build-tools --config Release --target N64RecompCLI RSPRecomp # Build N64Recomp and RSPRecomp
# From the repo root. Windows (Visual Studio puts the tools in build-tools/Release/)
build-tools/Release/N64Recomp.exe rogue_squadron.toml # RecompiledFuncs/
build-tools/Release/RSPRecomp.exe rsp/factor5_boot_rsp.toml # build/factor5_ucode/factor5_boot_recompiled.c
build-tools/Release/RSPRecomp.exe rsp/musyx_rsp.toml # build/factor5_ucode/musyx_audio_recompiled.c
# Linux / macOS (Ninja or Make put them in build-tools/)
build-tools/N64Recomp rogue_squadron.toml
build-tools/RSPRecomp rsp/factor5_boot_rsp.toml
build-tools/RSPRecomp rsp/musyx_rsp.tomlThe recomp's build process then fixes up both microcode files in place (tools/fixup_factor5_ucode.cpp). Re-run RSPRecomp only when a config under rsp/ changes.
Can specify 'Debug' in config when debugging. 'Release' provides MUCH better performance.
# Windows (Visual Studio + ClangCL)
cmake -B build -T ClangCL -DN64RECOMP_EXE=build-tools/Release/N64Recomp.exe
cmake --build build --config Release
# Windows 32-bit
cmake -B build-x86 -A Win32 -T ClangCL -DN64RECOMP_EXE=build-tools/Release/N64Recomp.exe
cmake --build build-x86 --config Release
# Linux / macOS
cmake -B build -DCMAKE_BUILD_TYPE=Release -DN64RECOMP_EXE=build-tools/N64Recomp
cmake --build buildAfter that, the regen_funcs target (cmake --build build --config Debug --target regen_funcs) regenerates RecompiledFuncs/. Re-run it when rogue_squadron.toml, the symbols, or the decomp ELF changes.
| CMake option | Default | Purpose |
|---|---|---|
N64RECOMP_EXE=path |
N64Recomp in the build dir (Debug/ for Visual Studio) |
Recompiler used by regen_funcs and the patches build |
ROGUESQ_NO_ITER_DEBUG=ON |
OFF | Disable MSVC debug iterators across the whole build for faster Debug runs (Windows) |
Debug builds compile in the D3D12 debug layer; turn it on at runtime with ROGUESQ_D3D12_DEBUG=1 (ROGUESQ_D3D12_GPUVAL=1 adds GPU-based validation).
Builds and can run on Ubuntu 24.04 and under WSL2 (GCC 13 / Ninja); native Linux should behave the same with a real Vulkan driver.
Install the dependencies, generate the recompiled C (step 3), then configure with Ninja and build the game target:
sudo apt install build-essential cmake ninja-build libsdl2-dev libvulkan-dev libgtk-3-dev
cmake -B build -G Ninja -DCMAKE_BUILD_TYPE=Debug -DN64RECOMP_EXE=build-tools/N64Recomp
cmake --build build --target RogueSquadron64Recompgcc-mips-linux-gnu binutils-mips-linux-gnu are only needed to build .nrm code mods on Linux.
- Wayland: if the window stays black and the log shows
fault caught ... lib=.../libdecor-gtk.so, SDL's GTK decoration plugin crashed. Run through XWayland withSDL_VIDEODRIVER=x11.
Note
This section on WSL2 can be ignored unless you're looking to try to debug/run a Linux build on Windows. Do not use this method to profile and judge performance since a virtualized Linux machine will not run anywhere near as well as running Linux on bare metal.
- Keep the build directory on the Linux filesystem (e.g.
~/rs64-build), not under/mnt/…— CMake's compiler checks can fail withOperation not permittedon the Windows drive mount. Source can stay on/mnt. - WSLg supplies the display, PulseAudio (sound), and keyboard/mouse, so the game runs directly. A physical gamepad needs
usbipd-winto route the USB device to wsl; the keyboard works out of the box. - WSL's default Vulkan is llvmpipe (software) — it runs but hitches. For GPU acceleration, build Mesa's Dozen (
dzn) driver (Vulkan → D3D12 → the real GPU via/dev/dxg). If the game doesn't detectdznit'll default to software (CPU) rendering. - The
tools/run-wsl-gpu.shhelper and theConfigure/Build/Run (Linux/WSL, GPU via dzn)VS Code tasks wrap this. (dznhas no ray-tracing extensions — irrelevant to the current raster path.)
Builds as an arm64 APK and runs on a (Snapdragon 8 Gen 3 / Adreno 750, Android 16); other arm64 phones with Vulkan 1.1 should work, but driver quality varies. The Gradle project in android/ builds the same CMakeLists.txt with the NDK.
Needs Android Studio (for its SDK, bundled JDK and adb) with NDK 29.0.14206865; Gradle fetches SDL 2.32.10 and installs its CMake itself. Run the Windows Debug build first: the Android build reuses the generated RecompiledFuncs/, src/main/state_table.inl and build/factor5_ucode/*.c.
$env:JAVA_HOME = "C:\Program Files\Android\Android Studio\jbr"
cd android
.\gradlew.bat assembleRelease # app\build\outputs\apk\release\RogueSquadron64Recomp-release.apk
adb install -r app\build\outputs\apk\release\RogueSquadron64Recomp-release.apk- Use the Release APK. The Debug APK compiles the recompiled game code at
-O0and it stutters a lot. Release is signed with the debug key, so it installs over a Debug build and keeps your data. The VS Code tasksBuild (Android): APK (Release)andInstall + Run (Android, Release)wraps the commands above. - ROM: on first launch the system file picker asks for
rogue_squadron.z64(.v64and.n64also work); the ROM is checked and imported once. (Pushing it to/sdcard/Android/data/com.rs64recomp.app/files/withadb pushalso works.) - Controls: touch controls are on by default: tap menu buttons directly, swipe carousels, and fly with virtual joystick stick and N64-style buttons.
- Move and resize the touch buttons by using the gear button in the bottom left corner of the screen when navigating menus or by selecting TOUCH LAYOUT (Requires touch-layout mod) in the pause menu.
- GYRO STEERING (Requires gyro-toggle mod) in Game Settings turns on tilt steering to allow for fine mouse-like aiming. A paired gamepad will hide the touch overlay.
- Touch settings live in
roguesq_touch.json.
- Mods: the APK will build and include the mods listed under
androidin mods/platforms.json installing them into the app'smods/folder. - Debugging: logs go to logcat under the tag
RS64(theLogcat (Android)task filters it). Environment variables go oneNAME=VALUEper line inroguesq_env.txtin the app's files folder.
Important
Currently doesn't support macOS. But steps have been taken to get as far as possible to support it by cross compiling using Linux. An arm64 (Apple Silicon) 'Mach-O' builds and links for macOS 11+, but it hasn't been ran/tested on a Mac.
On a Mac, the Linux / macOS commands above should apply (Xcode Command Line Tools + brew install cmake ninja sdl2)
Without a Mac, the game cross-compiles from WSL2 / Linux with osxcross:
-
Download Command Line Tools for Xcode 16.4 (
.dmg) from developer.apple.com/download/all -
Build the toolchain and its Darwin runtime (
libssl-dev cpio libxml2-devneeded):git clone https://github.com/tpoechtrager/osxcross ~/osxcross && cd ~/osxcross ./tools/gen_sdk_package_tools_dmg.sh /path/to/Command_Line_Tools_for_Xcode_16.4.dmg mv MacOSX15.5.sdk.tar.xz tarballs/ UNATTENDED=1 SDK_VERSION=15.5 OSX_VERSION_MIN=11.0 ./build.sh ./build_compiler_rt.sh # no need to run the install commands it prints
-
Build the game with
tools/macos/cross-build.sh [arm64|x86_64] [Debug|Release], or theBuild (macOS cross, WSL/osxcross)VS Code task. The script builds the host tools and SDL2 on first run. Output:~/rs64-build-macos-<arch>/RogueSquadron64Recompfor Debug,~/rs64-build-macos-<arch>-<config>/(lowercase, e.g.-release) otherwise.
- Can't render when cross-built. Metal shaders need
xcrun metal, which exists only on macOS, so a cross-build embeds the MSL source (RT64_METAL_COMPILE=OFF) instead of compiled metallibs. A build meant to run has to be made on a Mac (or a macOS CI runner). - Duplicate symbols: Apple's
ld64has no--allow-multiple-definition, so the runtime functions this game overrides are declared weak on Apple (ULTRAMODERN_OVERRIDABLEin the N64ModernRuntime fork). - Not yet done: an
.appbundle with SDL2 inside.
Recompiled game code compiles into one static library, linked against forked builds of N64ModernRuntime (the libultra/runtime host) and RT64 (the renderer).
| Path | Role |
|---|---|
src/main/main.cpp |
Entry point — SDL2 window/audio/input, RSP task dispatch |
src/main/rt64_render_context.cpp |
RT64 integration — send_dl, VI registers, framebuffer sanitizer |
src/main/register_overlays.cpp |
Boot-time overlay function-table registration |
src/main/upstream_compat.cpp |
libultra shims, overlay loader, HMT-load capture |
lib/rt64/src/gbi/rt64_gbi_f3dfactor5.cpp |
The Factor 5 GBI module (the render core) |
rsp/*_rsp.toml |
RSPRecomp configs for the boot and MusyX audio ucodes |
include/rs64/host_api.h, src/main/host_api*.cpp, builtin_hooks.cpp |
Host API for native mods |
mods/multiplayer-native/ (sources in src/, tests in tests/) |
Online co-op |
src/main/lockstep*.cpp |
Mission input record/replay with per-frame state hashes |
Graphics. Rogue Squadron uses Factor 5's own display-list format, which stock RT64 cannot parse; the forked RT64 carries a GBI module for it. M_GFXTASK goes straight to RT64's HLE processor, which emits native RT64 geometry. The grammar is in docs/f5-model-dl-spec.md and validated against Project64 dumps.
Frame pacing. By default the game's own VI / SP / DP message protocol runs as on hardware, with SP-done delivered after RT64 parses the list. --no-vi-driven-loop (ROGUESQ_VI_DRIVEN_LOOP=0) restores the older host-paced loop.
Audio. MusyX drives SFX and music; samples stream from the cartridge via PI DMA as on hardware.
Patching. Overrides live as [[patches.hook]] and [[patches.instruction]] entries in rogue_squadron.toml, with host logic in src/main/hook_helpers.cpp. A hook is compiled into the recompiled function itself, reachable via indirect (LOOKUP_FUNC) calls.
rogue_squadron.toml is the N64Recomp config: it names the input ROM/ELF and defines the override layer applied during regen_funcs. Three directives shape the generated output without hand-editing it:
| Directive | Effect |
|---|---|
stubs = [...] |
Replace a function body with an empty no-op (RSP blobs, cache-instruction leaves, splat fragments) |
[[patches.instruction]] |
Overwrite one instruction at a vram with a raw value (e.g. NOP a cache op or a busy-wait branch) |
[[patches.hook]] |
Inject C at a function's entry or before a vram — guards, pacing, logging. Host helpers live in src/main/hook_helpers.cpp |
Edit the toml, then re-run regen_funcs to apply. For larger game-logic overrides, put the logic in a host function in src/main/hook_helpers.cpp and call it from the hook. A hook's text is a single rs64_th_* call into src/main/toml_hooks.c, and hooks call game functions through mips_call.
docs/debugging-with-visual-studio.md covers attaching Visual Studio to the recompiled output and telling a recompile bug from a game-logic bug.
AI written helpers under tools/:
dump-game.ps1writes a full-memory minidump of a running instance, even when the window is unresponsive.F12in-game does the same.inspect-dump.pyanddump_stackscan.pylist and symbolize threads from a minidump.reconstruct-freeze.pyrebuilds blocked game threads and queues from a hang dump;host-stacks.pysymbolizes host stacks (Debug build).run-stability.ps1launches N timed runs and classifies each by stderr markers.recordings/holds per-mission input recordings;run-replays.ps1replays them against their state-hash baselines (README).validate/captures Project64 goldens, diffs RDRAM, compares message-order traces, and walks display lists offline.
cmake --build build --config Release --target rs64_unit_tests builds and runs the unit tests and the style check.
The full debug/trace/experiment catalog, logging categories, DL/texture dumps, message-order traces, and rendering A/B toggles lives in docs/debug-trace-env-vars.md.
Run RogueSquadron64Recomp.exe --help for the full list. The common options:
| Option | Effect |
|---|---|
--fullscreen |
(ROGUESQ_FULLSCREEN=1) starts in borderless fullscreen; Alt+Enter toggles it. |
--gfx-api <vulkan|d3d12|d3d11|d3d10> |
Force the graphics API (default auto) |
--[no-]hle-dev-mode |
RT64 ImGui inspector on F1 (default on in Debug, off in Release) |
--no-vi-driven-loop |
Old host-paced frame loop instead of the hardware protocol (default is VI-driven) |
--no-f5-native |
Parse F5 display lists without emitting geometry |
--no-audio-ucode |
Silent audio stub instead of the MusyX synth |
-m / --mute, --audio-gain <f> |
Silence output, or scale master gain |
--audio-latency-ms <n> |
Audio buffer latency in milliseconds |
--dump-pcm <path> |
Write the synth output to a 22050 Hz stereo WAV (1 = dumps/wav/capture.wav) |
--fake-controller, --auto-start <ms> |
Headless runs: fake a controller, pulse START every few milliseconds |
--boot-target <target> |
Skip the intro to menu, demo:N, level:N[,craft], abort:N, cutscene:N or lobby:host|join[,level] |
--set NAME=VALUE |
Set any ROGUESQ_* variable directly |
F5 toggles Factor 5's own built-in frame-profiler HUD (a dormant retail feature, gated by one RDRAM byte).
- Yellow Bar = CPU; it grows toward full width as a scene exceeds 'frame budget'.
- Blue bar = render/geometry cost (RSP + display-list processing)
- Red bar = rasterization/fill cost (total RDP)
- Magenta Bar = RDP* cmd-buffer busy (DPC_BUFBUSY) -> draw-call count (per State::flush)
- White Bar = RDP* pipe busy (DPC_PIPEBUSY) -> drawCall.triangleCount
- Green Bar = RDP* TMEM busy (DPC_TMEM) -> drawCall.loadCount
- Cyan Bar = Not used
*The recomp re-uses the bars by basing them on the draw calls from rt64 while also scaling them with ROGUESQ_DRAW_SCALE / ROGUESQ_TRIS_SCALE / ROGUESQ_TEX_SCALE. ROGUESQ_PROFILER_DUMP=1 can log the raw slot values for debugging purposes.
(It's an approximation and is not representative of how DPC performs on actual hardware)
A save editor also exists in tools/save-editor as an HTML page. Allowing a user to easily create, edit and export a save into any of the following formats: .bin, .eep, .srm, .sra and .raw
tools/rs64-explorer: Using the original ROM users and developers alike can view the game at a level never seen before.
A MASSIVE extension to the foundational work originally done by Dávid Pethes and jrra.
- View fully textured Models and sprites along with their animations.
- Fully view the makeup of whole Levels down to the individual triggers, paths and scripted events that make this game come to life.
- View all Visual Effects from complex explosions to simple animated sprites.
- Sound Effects and Voicelines including subtitles.
- MIDI Music Playback with timeline scrubbing allowing you to view the layers of instrument samples Chris Huelsbeck used to masterfully assemble and recreate the Star Wars score.
Using an AI Agent properly comes down to handing it the right set of tools, the right resources/knowledge to perform the work and instructions. AGENTS.MD provides the baseline instructions for your agent to make changes to this project. In addition to that, skill files (just like AGENTS.MD) are use to provide instructions for things like tools, specific task and/or processes. MCP servers/tools can further augment existing application by giving handles/methods for agents to better perform tasks.
This repo already provides AGENTS.MD and skill files. MCP servers are configured and setup by the user themselves and is something we can't force/mandate. Beyond MCP are things called harnesses which can be a tool to perform tasks or orchestrate agents to perform a set of tasks at once. This repo contains some harness in tools to performs test, perform multiple runs to verify robustness or drive an agent to particular menu to chase a bug.
Once your agent is setup, tasks that would've taken weeks/months/years to do can be done in a single day/week. (This reason alone is why trillions are being spent in this sector)
Here's a list of MCPs that could be useful for this project:
- renderdoc (Requires RenderDoc source code and python 3.10+ to compile the
renderdoc.pydthat this MCP needs) - windows-screenshot-mcp-server (Requires go 1.25.2)
Caution
windows-screenshot-mcp-server usage can be finicky because while Claude (as of September 2026) can view screenshots, it can miss things that are visually obvious to a human like visual glitches/artifacts. (Good enough to be useful, not good enough to trust blindly)
RenderDoc to debug graphics/rendering issues.
rizin to assist in validating/checking the game's assembly.
pj64 to pull memory dumps for checks and comparisons. (Development builds are recommended since they provide more ways to debug/validate even though it performs slower)
- terminalcommand: Assisted in improving the Linux build process, fixed missing tool calls in the CMakeLists, fixed Wayland crashes on Linux and added borderless fullscreen argument.
- Dávid Pethes: the rerogue tools and the satd.sk write-up documenting the PC build's HOB, HMT, HMP, and MORT formats, which the N64 build shares.
- jrra: a community fork of rerogue.
- Tmcg2: started the companion decomp project.
This is a hobby project.
This project is in no way associated with, sponsored or endorsed by Nintendo, Disney, LucasArts (now known as Lucasfilm Games LLC), "Factor 5, Inc."/"Factor5 GmbH" or "Eggebrecht, Engel, Schmidt GbR".
This project contains no ROM data and requires a legally obtained copy of the game.







