Lead Developers:
Official Discord: https://discord.com/invite/shipofharkinian
If you're having any trouble after reading through this README, feel free ask for help in the Ghostship Support text channels. Please keep in mind that we do not condone piracy.
Ghostship does not include any copyrighted assets. You are required to provide a supported copy of the game.
The supported ROMs are US and JP versions. You can verify you have dumped a supported copy of the game by using the SHA-1 File Checksum Online at https://www.romhacking.net/hash/.
Your ROM needs to be in .z64 format. If it's in .n64 format, use the following to convert it to a .z64: https://hack64.net/tools/swapper.php
sm64.o2r file. After launching the game on PC, you will be able to find these files in the same directory as Ghostship.exe or Ghostship.appimage..z64. It is checked against the supported hashes, kept in the app's own storage, and converted into sm64.o2r on the device — no PC step, and no game data ships with the app.Android/data/dev.net64.ghostship/files/, so mods can be dropped into mods/ with a file manager instead.| N64 | A | B | Z | Start | Analog stick | C buttons | D-Pad |
|---|---|---|---|---|---|---|---|
| Keyboard | X | C | Z | Space | WASD | Arrow keys | TFGH |
| Keys | Action |
|---|---|
| Esc | Toggle menu |
| Ctrl+R | Reset (inside levels) |
| F11 | Fullscreen |
| Tab | Toggle Alternate assets |
Currently, there are four rendering APIs supported: DirectX 11 (Windows), OpenGL (all platforms), Metal (macOS), and Vulkan (only offered when your graphics driver supports it). You can change which API to use in the Settings menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the Ghostship.cfg.json file by finding the "Backend": { block and changing the Id value; the game fills in the matching Name on the next launch. The IDs are 1 for DirectX 11, 2 for OpenGL, 3 for Metal, and 4 for Vulkan. DirectX 11 is the default on Windows and Metal is the default on macOS.
Custom assets are packed in .o2r or .otr files. To use custom assets, place them in the mods folder.
If you're interested in creating and/or packing your own custom asset .o2r/.otr files, check out the following tools:
If you want to manually compile Ghostship, please consult the building instructions.
If you want to playtest a continuous integration build, you can find them at the links below. Keep in mind that these are for playtesting only, and you will likely encounter bugs and possibly crashes.
C
82.8%
C++
11.4%
Java
2.0%
CMake
1.2%
Python
1.1%
Lead Developers:
Official Discord: https://discord.com/invite/shipofharkinian
If you're having any trouble after reading through this README, feel free ask for help in the Ghostship Support text channels. Please keep in mind that we do not condone piracy.
Ghostship does not include any copyrighted assets. You are required to provide a supported copy of the game.
The supported ROMs are US and JP versions. You can verify you have dumped a supported copy of the game by using the SHA-1 File Checksum Online at https://www.romhacking.net/hash/.
Your ROM needs to be in .z64 format. If it's in .n64 format, use the following to convert it to a .z64: https://hack64.net/tools/swapper.php
sm64.o2r file. After launching the game on PC, you will be able to find these files in the same directory as Ghostship.exe or Ghostship.appimage..z64. It is checked against the supported hashes, kept in the app's own storage, and converted into sm64.o2r on the device — no PC step, and no game data ships with the app.Android/data/dev.net64.ghostship/files/, so mods can be dropped into mods/ with a file manager instead.| N64 | A | B | Z | Start | Analog stick | C buttons | D-Pad |
|---|---|---|---|---|---|---|---|
| Keyboard | X | C | Z | Space | WASD | Arrow keys | TFGH |
| Keys | Action |
|---|---|
| Esc | Toggle menu |
| Ctrl+R | Reset (inside levels) |
| F11 | Fullscreen |
| Tab | Toggle Alternate assets |
Currently, there are four rendering APIs supported: DirectX 11 (Windows), OpenGL (all platforms), Metal (macOS), and Vulkan (only offered when your graphics driver supports it). You can change which API to use in the Settings menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the Ghostship.cfg.json file by finding the "Backend": { block and changing the Id value; the game fills in the matching Name on the next launch. The IDs are 1 for DirectX 11, 2 for OpenGL, 3 for Metal, and 4 for Vulkan. DirectX 11 is the default on Windows and Metal is the default on macOS.
Custom assets are packed in .o2r or .otr files. To use custom assets, place them in the mods folder.
If you're interested in creating and/or packing your own custom asset .o2r/.otr files, check out the following tools:
If you want to manually compile Ghostship, please consult the building instructions.
If you want to playtest a continuous integration build, you can find them at the links below. Keep in mind that these are for playtesting only, and you will likely encounter bugs and possibly crashes.
C
82.8%
C++
11.4%
Java
2.0%
CMake
1.2%
Python
1.1%