quarrel07 6ed9a8ad28 Fix macOS arm64 build: fmt consteval error in the TorchExternal sub-build (#712)
* Fix macOS arm64 build: fmt consteval error in the TorchExternal sub-build

Torch's pinned spdlog bundles an fmt whose consteval format-string
checking fails to compile under newer AppleClang (Xcode 16+), breaking
the build-macos-arm64 CI job (the intel runner's older Xcode doesn't hit
it):

  error: call to consteval function 'fmt::basic_format_string<...>' is
  not a constant expression

Define FMT_CONSTEVAL as empty inside the Torch sub-build, falling back to
fmt's pre-C++20 constexpr checking. Injected via CMAKE_PROJECT_INCLUDE
because Torch's CMakeLists overwrites CMAKE_CXX_FLAGS, so plain flag
injection through CMAKE_ARGS is discarded. Scoped to AppleClang; no other
platform or compiler is affected, and the Torch pin is unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Also neutralize FMT_CONSTEVAL for the game build (vcpkg spdlog/fmt)

With the TorchExternal fix in place, CI reaches the game build and hits
the same consteval error again, this time from the vcpkg-provided
spdlog/fmt headers (SPDLOG_FMT_EXTERNAL) under the runner's Xcode 26.5.
Apply the same AppleClang-scoped FMT_CONSTEVAL= define at the project
level so both layers compile.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Pin vcpkg fmt to 10.2.1 (+ spdlog 1.14.1): fmt 11.0.2 can't compile on new AppleClang

The baseline's fmt 11.0.2 both fails to compile under newer AppleClang
(consteval format-string checking) and removed the #ifndef guard around
FMT_CONSTEVAL, so the AppleClang-scoped define from the previous commit
lands on the compile line but gets clobbered by fmt's own definition
(FMT_USE_CONSTEVAL is likewise unguarded in that version). No newer fmt
exists in the pinned baseline.

Override fmt to 10.2.1, which keeps the #ifndef guard, making the
existing define effective; spdlog moves to the matching 1.14.1 (1.15.x
requires fmt >= 11 headers).

Verified locally against the exact CI setup (vcpkg at baseline
2e58bb35ff, vcpkg toolchain file, Ninja): the previous failure reproduces
without this change and the full game builds cleanly with it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add TODO markers for removing the fmt consteval workarounds

Requested in PR #712 review: mark all three workaround sites (project-level
define, Torch sub-build include, vcpkg fmt/spdlog pins) so they can be found
and removed together once the Torch pin is bumped past its spdlog/fmt update.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: siliconports <aguthmann10@gmail.com>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 00:28:29 +02:00
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Spaghetti Kart Spaghetti Kart

Discord

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.

Quick Start

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.

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

2. Download SpaghettiKart from 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

  • 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
Tab Toggle Alternate assets
Ctrl+R Reset
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.

Modding

Custom assets are packed in .o2r or stored .zip files. To use custom assets, place them in the mods folder.

There is an official gamebanana page.

If you're interested in creating and/or packing your own custom asset .o2r files, check out the documentation page.

Note that .otr archives are not supported in SpaghettiKart!

Development

Building

If you want to manually compile SpaghettiKart, please consult the building instructions.

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.

Maintainers: MegaMech, Coco, Kirito

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Description
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Readme 628 MiB
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C 83.8%
C++ 13.7%
Python 1.1%
CMake 0.8%
Assembly 0.3%