clarify modding section (#656)

* clarify modding

* add the mention of gamebanana page

---------

Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
This commit is contained in:
coco875
2026-02-26 20:36:21 +01:00
committed by GitHub
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## Discord
Official Discord: https://discord.com/invite/shipofharkinian
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 SpaghettiKart Support text channels. Please keep in mind that we do not condone piracy.
@@ -12,40 +12,49 @@ If you're having any trouble after reading through this `README`, feel free ask
SpaghettiKart does not include any copyrighted assets. You are required to provide a supported copy of the game.
### 1. Verify your ROM dump
The US ROM is the only supported version. 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/. The hash for a US ROM is SHA-1: 579C48E211AE952530FFC8738709F078D5DD215E.
The US ROM is the only supported version. 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/>. The hash for a US ROM is SHA-1: 579C48E211AE952530FFC8738709F078D5DD215E.
### 2. Verify your ROM is in .z64 format
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
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>
### 2. Download SpaghettiKart from [Releases](https://github.com/HarbourMasters/SpaghettiKart/releases)
### 3. Generating the O2R from the ROM
#### Windows
* Extract every file from the zip into a folder of your choosing.
* Run "Spaghettify.exe" and select your US ROM.
#### Linux
* Extract every file from the zip into a folder of your choosing.
* Ensure `zenity` or `kdialog` package is installed.
* Run "spaghetti.appimage" and select your US ROM. You may have to chmod +x the appimage via terminal.
#### Nintendo Switch
* Run one of the PC releases to generate an `mk64.o2r` file. After launching the game on PC, you will be able to find these files in the same directory as `Spaghettify.exe` or `spaghetti.appimage`.
* Copy the files to your sd card
### 4. Play!
### 4. Play
* Launch `Spaghettify.exe`
Congratulations, you are now sailing with SpaghettiKart! Have fun!
# Configuration
### Default controls configuration
| N64 | A | B | L | R | Z | Start | Analogue stick | C buttons | D-Pad |
| - | - | - | - | - | - | - | - | - | - |
| Keyboard | Shift | Ctrl | Q | Space | Z | Enter | Arrow keys | TGFH (↑ ↓ ← →) | Num 8 2 4 6 |
| SDL Gamepad | A | X | LB | RB | LT | Start | L-Stick | R-Stick Up, B, Y, R-Stick Right (↑ ↓ ← →) | D-Pad |
### Other shortcuts
| Keys | Action |
| - | - |
| F11 | Fullscreen |
@@ -54,24 +63,28 @@ Congratulations, you are now sailing with SpaghettiKart! Have fun!
| Esc | Settings |
### Graphics Backends
Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (macOS). 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 `spaghettify.cfg.json` file by finding the line `"Backend":{`... and changing the `id` value to `3` and set the `Name` to `OpenGL`. `DirectX 11` with id `2` is the default on Windows. `Metal` with id `4` is the default on macOS.
# Custom Assets
# Modding
Custom assets are packed in `.o2r` or stored `.zip` 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` files, check out the following tools:
* [**retro - O2R generator**](https://github.com/HarbourMasters64/retro)
* [**fast64 - Blender plugin**](https://github.com/HarbourMasters/fast64)
There is an official [gamebanana page](https://gamebanana.com/games/22970).
If you're interested in creating and/or packing your own custom asset `.o2r` files, check out the [documentation page](https://harbourmasters.github.io/SpaghettiKart/).
**Note that .otr archives are not supported in SpaghettiKart!**
# Development
### Building
If you want to manually compile SpaghettiKart, please consult the [building instructions](https://github.com/HarbourMasters/SpaghettiKart/blob/main/docs/BUILDING.md).
### Playtesting
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.
### Playtesting (nightly)
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.
* [Windows](https://nightly.link/HarbourMasters/SpaghettiKart/workflows/main/main/spaghetti-windows.zip?status=completed)
* [Linux](https://nightly.link/HarbourMasters/SpaghettiKart/workflows/main/main/spaghetti-linux-x64.zip?status=completed)
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Complete resources for learning about SpaghettiKart
@htmlonly
<br>
<div class="pagebutton">
<a class="pagea" href="modding.html">
<div class="pagelink">
<div class="pageimg"><img width=320 src="buttonimage.png" /></div>
<div class="content">
<div class="pageheading">Modding Main Page</div>
<div class="pagedescription">
<p>It's time to race!</p>
</div>
</div>
</div>
</a>
</div>
<div class="pagebutton">
<a class="pagea" href="trackmenu.html">
<div class="pagelink">
@@ -29,4 +43,5 @@ Complete resources for learning about SpaghettiKart
</a>
</div>
@endhtmlonly
@endhtmlonly
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# Modding
* Very focused on ease of modding without weird formats or obscure tools.
* Early stages of modding and as such some features are not fully implemented yet
* SpaghettiKart does not use Retro
@@ -39,22 +40,22 @@ Mods are loaded in dependency order. If mod A depends on mod B, then B will be l
## Mod Types
* Textures Pack
* Some texture might not be possible to change yet, but most of them can be changed.
* [link](textures-pack.md)
* Some texture might not be possible to change yet, but most of them can be changed.
* [link](textures-pack.md)
* Custom Tracks (CT)
* Custom tracks are reserved for advanced users. We plan to simplify the process in the future.
* [link](custom-track.md)
* Custom tracks are reserved for advanced users. Don't hesitate to make feedback and PR to improve the doc.
* [link](custom-track.md)
* Custom Characters
* Custom characters can only replace existing characters for now. We plan to allow to add new characters in the future.
* [link](custom-characters.md)
* Custom characters can only replace existing characters for now. We plan to allow to add new characters in the future.
* [link](custom-characters.md)
* Custom Audio
* Only custom sequences are supported, not custom samples (like voices or sound effects).
* [link](custom-audio.md)
* Only custom sequences are supported, not custom samples (like voices or sound effects).
* [link](custom-audio.md)
* Scripting
* Add logic to the game are not possible yet but we plan to add support for scripting in the future. We will use [WebAssembly](https://en.wikipedia.org/wiki/WebAssembly) with [component model](https://component-model.bytecodealliance.org/) this will allow you to choose your language (Rust, C, C++, Python, JS, etc.) and compile it to WebAssembly.
* Add logic to the game are not possible yet but we plan to add support for scripting in the future. We will use [WebAssembly](https://en.wikipedia.org/wiki/WebAssembly) with [component model](https://component-model.bytecodealliance.org/) this will allow you to choose your language (Rust, C, C++, Python, JS, etc.) and compile it to WebAssembly.
* 3D Models For Characters
* Custom 3D models for characters are not supported yet. Put high quality character can be really close of 3d model but easily add a lot of size to the mod. We plan to add support for custom 3D models in the future.
* Custom 3D models for characters are not supported yet. Put high quality character can be really close of 3d model but easily add a lot of size to the mod. We plan to add support for custom 3D models in the future.
* Custom Sounds
* Custom sounds are not supported yet. We plan to add support for custom sounds in the future.
* Custom sounds are not supported yet. We plan to add support for custom sounds in the future.
* Custom Menus
* Custom menus are not supported yet. We plan to add support for custom menus in the future.
* Custom menus are not supported yet. We plan to add support for custom menus in the future.