Dinosaur Planet: Recompiled is a project that uses N64: Recompiled to statically recompile Dinosaur Planet into a native port with enhancements and extensive mod support. This project uses RT64 as the rendering engine to provide graphical enhancements.
This repository and its releases do not contain game assets. The original game is required to build or run this project.
A GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2 is required to run this project. The oldest GPUs that should be supported for each vendor are:
- GeForce GT 630
- Radeon HD 7750 (the one from 2012, not to be confused with the RX 7000 series) and newer
- Intel HD 510 (Skylake)
A CPU supporting the AVX instruction set is also required (Intel Core 2000 series or AMD Bulldozer and newer).
If you have issues with crashes on startup, make sure your graphics drivers are fully up to date.
Please see the GitHub issues for a list of known issues with the project. Given the early state of Dinosaur Planet reverse engineering and the uniqueness of the game's code, this recomp has some notable issues and missing enhancements compared to other recomp projects.
Static recompilation is the process of automatically translating an application from one platform to another. For more details, check out the full description of how this project's recompilation works here: N64: Recompiled.
Unlike traditional N64 ports, recompilation projects are not based on the source code of a related decompilation. However, the Dinosaur Planet decompilation project plays a very important role in this recomp, by providing symbols, knowledge about game systems, and to a lesser extent actual decompiled code used in some patches.
If you would like to see this recomp improve, consider contributing to the decompilation! Progress made in the decompilation project opens the door for more and better enhancements/mods.
- Windows:
%LOCALAPPDATA%\DinoPlanetRecompiled\saves
- Linux:
~/.config/DinoPlanetRecompiled/saves
You don't. This project is only a port of the beta ROM released by Forest of Illusion on Feb. 20, 2021. It is not an emulator and it cannot run any arbitrary ROM.
If you are looking for game patches commonly used when playing Dinosaur Planet in an emulator or on console, those are instead provided by recomp mods. You cannot use a patched ROM with this project. Recomp mods recreating these patches are developed outside of this project and can be downloaded on their respective project pages. These are installed like any other recomp mod.
Yes, if you place a file named portable.txt
in the same folder as the executable then this project will run in portable mode. In portable mode, the save files, config files, and mods are placed in the same folder as the executable.
Install community made mods and texture packs! Mods can change any part of the game, including adding completely new features and content. You can install mods by either dragging the mod files onto the game window before starting the game, by clicking the Install Mods button in the mod menu, or by placing the .nrm
file into the mods directory. Mods can be toggled in the mod menu, and some mods can be configured there as well.
Warning
Mods do not run in a sandbox! Please only install mods from trusted sources.
- Windows:
%LOCALAPPDATA%\DinoPlanetRecompiled\mods
- Linux:
~/.config/DinoPlanetRecompiled/mods
If you would like to create your own mods, please see the following resources:
- N64 Recomp Modding documentation
- RT64 Texture Pack documentation
- Dinosaur Planet: Recompiled Mod Template
- Dinosaur Planet: Recompiled Mod API
- Example mods
- N64Recomp for the source code of
RecompModTool
.
For developers, please see BUILDING.md for build and development environment setup instructions.
- Zelda64Recomp for the base project. Much of this project is a direct fork of the Majora's Mask recomp.
- N64Recomp for static recompilation.
- N64ModernRuntime for a reimplementation of libultra and general handling of common recomp tasks.
- RT64 for the project's rendering engine.
- Dinosaur Planet Decompilation for symbols, headers, and general knowledge about the game's internals.
- RmlUi for building the menus and launcher.
- lunasvg for SVG rendering, used by RmlUi.
- FreeType for font rendering, used by RmlUi .
- moodycamel::ConcurrentQueue for semaphores and fast, lock-free MPMC queues.
- Gamepad Motion Helpers for sensor fusion and calibration algorithms to implement gyro aiming.