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untitled goose game demake for nintendo 64
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gl
goose64glut/goose64glut.xcodeproj
models
wavefront64
.gitignore
ART.md
GRAPHICS.md
Makefile
N64.md
NOTES.md
README.md
animation.c
animation.cpp
animation.h
blender.sh
book.bmp
book.h
book.mtl
book.obj
build.sh
build_and_run.sh
bush.bmp
bush.h
bush.mtl
bush.obj
character.c
character.cpp
character.h
characterstate.cpp
characterstate.h
compile.bat
constants.h
deploy.sh
emglbuild.sh
export_animation.py
export_character_model.py
export_positions.py
flagpole.bmp
flagpole.h
flagpole.mtl
flagpole.obj
game.c
game.cpp
game.h
gameobject.c
gameobject.cpp
gameobject.h
gametypes.h
gameutils.c
gameutils.cpp
gameutils.h
gfxinit.c
glbuild.sh
glgoose
glgoose.cpp
goose.h
goose.mtl
goose.obj
goose64.sublime-project
goose64.sublime-workspace
goose_anim.h
gooseanimtypes.h
gooserig.h
gooserig.mtl
gooserig.obj
goosetex.bmp
graphic.c
graphic.h
green.bmp
input.c
input.cpp
input.h
item.c
item.cpp
item.h
main.c
main.h
modeltype.c
modeltype.cpp
modeltype.h
n64compat.h
om_mem_heap.c
person.bmp
person.h
person.mtl
person.obj
physics.c
physics.cpp
physics.h
player.c
player.cpp
player.h
readme.txt
rebuild_models.sh
redbldg.bmp
renderer.c
renderer.cpp
renderer.h
rotation.c
rotation.cpp
rotation.h
run.sh
run_mupen.sh
spec
stage00.c
testCubeTex.bmp
testingCube.h
testingCube.mtl
testingCube.obj
university.blend
university_bldg.h
university_bldg.mtl
university_bldg.obj
university_floor.h
university_floor.mtl
university_floor.obj
university_map.h
vec2d.c
vec2d.cpp
vec2d.h
vec3d.c
vec3d.cpp
vec3d.h
worldobjects.h

README.md

goose64

install dependencies

brew install glm lua

build for macOS

./glbuild.sh

build for emulator/console

install wine from https://wiki.winehq.org/Download

it needs to be in your Applications folder, eg.


/Applications/Wine Stable.app

install the n64 sdk into the root of the wine C: drive so you have eg.

C:\ultra
C:\nintendo

etc.

then build the rom with

./build.sh

which produces the rom file nu1.n64

generate n64 header files from the OBJ models

./rebuild_models.sh # edit to reference models to rebuild

export map object data

  • open blender (or use ./blender.sh to see console output)
  • in the blender text editor editor, open export_positions.py
  • run script
  • see header file is created
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