* macOS: package the game as a proper SpaghettiKart.app bundle Turns the bare Spaghettify executable into a self-contained SpaghettiKart.app: - cmake/macos/apple_bundle.cmake: bundle metadata (using the existing Info.plist, which already described a bundle), app icon, runtime resources (config.yml, yamls, meta, spaghetti.o2r) into Contents/Resources, dylib relinking for local Homebrew builds (no-op with static vcpkg deps), and ad-hoc codesigning so the app launches without 'damaged app' warnings - App icon: on Xcode 26+ the Icon Composer package (SpaghettiKartIcon.icon, drawn from the existing HM ship-kart icon.png art) compiles with actool into an Assets.car, giving the native Liquid Glass look on macOS 26+, plus a flattened icns for older systems; older Xcode falls back to the previous sips/iconutil flat icon. Supersedes the CreateOSXIcons target. - Game.cpp: default SHIP_HOME to ~/Library/Application Support/SpaghettiKart on macOS so first-run extraction, saves, config, and mods land there instead of scattering into the user's home folder; a user-set SHIP_HOME still wins - Info.plist: NSHighResolutionCapable for proper Retina rendering - CI: mac jobs now ship the .app (ditto zip so the executable bit survives artifact upload) - the yamls-next-to-exe copy is scoped to non-Darwin; on macOS those files live in Contents/Resources instead * macOS: ship prebuilt icon artifacts instead of compiling them at build time Commits the compiled Assets.car (Liquid Glass icon for macOS 26+) and the flattened SpaghettiKart.icns, both built from the in-repo Icon Composer package. The build now just copies them into the bundle, which removes the actool machinery and the Xcode 26 requirement entirely: every build on any machine, including CI, gets the real icon. Also adds a staleness guard: the artifacts carry a hash stamp of the icon.png they were made from, and if icon.png ever changes without them being regenerated, the build automatically generates a flat icns from the current icon.png instead, so updating the logo never requires any macOS work and an outdated icon can never ship. Regeneration steps are documented in apple_bundle.cmake. * Rename the icon layer to ship-kart-layer.png Group 2.png was the design tool's default layer name; name it for what it is. Verified the Icon Composer package still compiles with actool after the rename; the committed Assets.car is unaffected (compiled, self-contained). --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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
zenityorkdialogpackage 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.o2rfile. After launching the game on PC, you will be able to find these files in the same directory asSpaghettify.exeorspaghetti.appimage. - Copy the files to your sd card
4. Play
- Launch
Spaghettify.exeCongratulations, 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.
- Windows 64 bit
- Windows 32 bit
- Linux 64 bit
- Linux 32 bit
- macOS-arm64
- macOS-intel
- Switch
Maintainers: MegaMech, Coco, Kirito

