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Releases: Conker64Recomp/conker64-recompiled
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Conker64: Recompiled - Public Beta v0.1.0
Conker64: Recompiled — Public Beta
This is not a playable version of Conker's Bad Fur Day. It is a native C++ engine that reads a real cartridge dump, decompresses Rare's RZIP archives, and renders an explorable 3D scene from the data it recovers.
What you need
Your own legally obtained dump of Conker's Bad Fur Day (USA)
SHA-1 4cbadd3c4e0729dec46af64ad018050eada4f47a
No ROM and no game assets are included in this download.
How to run
- Extract the archive
- Put your ROM next to
Conker.exeand name itbaserom.us.z64
—.n64and.v64also work; byte order is detected from the file signature, not the extension - Run
Conker.exe
You can also drag the ROM onto the window, or press O to browse for it.
No Visual C++ redistributable needed — the runtime is linked statically.
Controls
| Action | Key |
|---|---|
| Move | W A S D |
| Rotate camera | Q / E |
| Jump — hold in mid-air to hover | Space |
| Attack | C |
| Open ROM | O |
| Quit | Esc |
Movement is camera-relative. Gamepads work via SDL2 (Xbox / DualSense / Switch Pro).
What works
- ROM loading with automatic
z64/v64/n64byte-order detection - RZIP decryption — 507 of 508 code subsegments recovered into an emulated 8 MB RDRAM
- 453 MP3 tracks indexed and played back from the cartridge
- All native N64 texture formats decoded (RGBA16/32, IA16/8, CI8/4, I8)
- Batched software renderer: Gouraud shading, back-face culling, painter's-algorithm depth sorting, distance fog
- Player physics: gravity, jump, wall and ledge collision, and the signature helicopter-tail hover
- 16 Kbit EEPROM save persistence
What does not work yet
- The game does not run. The recovered MIPS code is loaded into RDRAM but never executed — the symbol table N64Recomp needs is not accurate yet, so static recompilation fails on jump-table analysis.
- Character and level are procedural placeholders. The current asset extractor pattern-matches bytes instead of walking F3DEX2 display lists, so 590 of 750 extracted models have fewer than 10 faces. Rebuilding that extractor is the next milestone.
- No ray tracing. All rendering goes through the software rasteriser; RT64 is not wired up.
- The intro is a placeholder state machine, not the real Rareware cinematic.
Known issues
- Audio decodes only partially — minimp3 walks the full stream but validates roughly 48 frames out of a 22 KB track, so music cuts short. The remainder does not appear to be plain MP3.
- Expect 50–100 FPS at 720p depending on scene complexity.
- On startup you will see a warning that
exported_assetswas not found. This is expected and harmless — those files are ROM-derived and are not distributed. The engine falls back to procedural geometry and decodes textures and audio straight from your ROM at runtime.
Legal
Reverse-engineering and digital-preservation effort for educational and interoperability purposes. No copyrighted assets are distributed: this package contains no ROM, no proprietary game code, and no audio streams. All trademarks and copyrights belong to their respective owners (Rare Ltd. / Microsoft / Nintendo). Engine source is MIT licensed.