Lordly Caliber is a free, open-source Ogre Battle 64 ROM editor, mod creator and save editor for Windows. Create mods and ROM hacks for Ogre Battle 64: Person of Lordly Caliber on Nintendo 64 (N64), with visual tools for classes, items, attacks, campaign maps, story events, sprites and combat animations.
Download the latest Windows release · User guide · Release notes · Report a bug
- Classes and equipment — Edit stats, growth, promotions and class families. Create classes, items and named weapon types with equipment restrictions.
- Attacks, spells and effects — Create attacks, edit damage, healing, status effects and targeting, assign attacks to classes, and customize visual effects.
- Campaign and scenarios — Edit battlefield maps, squads, shops, neutral encounters, world-map locations, roads, location artwork and descriptions.
- Story events and branches — Edit WHEN / IF / THEN / ELSE logic, recruitment, cutscene assignments, named flags and location entry conditions.
- Sprites and combat animations — Edit frames, timing and colors. Import, export and reuse artwork and animation sequences through the Art Library.
- Game saves — Edit the player army, characters, squads, equipment and stats.
- Names, descriptions and balance — Edit game text and supported game rules, or export data tables to CSV for comparison in a spreadsheet.
Save your edits as a project and build an edited ROM. The native application uses C++ and Qt, with recovered game C integrated into supported exports and previews. The user guide covers supported ROMs, individual tools and current limitations.
Download the Windows application ZIP from the latest release,
extract the whole ZIP, and run LordlyCaliber.exe inside the application folder.
Keep its DLLs and other folders beside it. GitHub's Source code downloads
contain source files; use the application ZIP to run the editor without building.
Supply your own supported ROM; no ROM is included. The portable application includes its runtime libraries and N64 export tools.
Install these prerequisites:
- Git and PowerShell 7. Run the commands below in PowerShell 7 (
pwsh). - Node.js, available as
nodeon PATH, for the accepted-C compilation step. - Visual Studio or Visual Studio Build Tools, with the Desktop development with C++ workload. In the installer's Individual components, include the MSVC v143 / VS 2022 x64/x86 tools, version 14.44, a Windows 10 or 11 SDK, and C++ CMake tools for Windows (provides Ninja). The build script explicitly selects toolset 14.44, even when a newer Visual Studio is installed. If multiple installations exist, these components must be in the latest C++ installation.
- 7-Zip, installed in its usual
C:\Program Files\7-Zipfolder or with7z.exeon PATH, to extract the Qt archives reliably.
Clone the repository and enter its root (the folder containing this README):
git clone https://github.com/rempred/LordlyCaliber.git
Set-Location LordlyCaliberThen run these steps in order. Stop and resolve any error before continuing:
# Download and verify the pinned Qt and CMake dependencies.
.\native\tools\bootstrap.ps1
# Extract and verify the N64 export tools included in the repository.
.\native\tools\bootstrap-n64.ps1
# Compile the Release editor and CLI into native/build/Release.
.\native\tools\build.ps1
# Create a runnable folder with Qt DLLs, export tools, sources and notices.
.\native\tools\package.ps1 -Live
# Run the editor from that generated folder.
.\native\live\LordlyCaliber.exenative/live/ is generated by package.ps1 -Live; it is not in the repository.
build.ps1 alone creates the compiled executables in native/build/Release/;
the packaging step supplies their runtime files. No folder named /live needs
to be downloaded or created manually.
The first setup and packaging run need internet access. Qt and CMake are cached
under $env:USERPROFILE\.codex\lordly-native-toolchain by default; this is only
a directory name and does not require Codex. To use another location, pass the
same -ToolsRoot path to bootstrap.ps1, build.ps1 and package.ps1.
The N64 tools go into native/.local/n64-toolchain/. Dependency versions and
checksums are recorded in dependencies.json.
Node.js must be available on PATH: the build uses it to compile and authenticate
the accepted game C used by effect previews. No ROM, Python or separate Decomp
checkout is needed to compile and package the editor. The portable editor does
not require Node.js on the user's computer.
After changing source, rerun build.ps1, close the editor, then rerun
package.ps1 -Live to update the runnable folder. To create a portable ZIP
instead, run .\native\tools\package.ps1 without -Live; it writes a new
package folder, ZIP and .zip.sha256 file under native/dist/.
Run public checks from the repository root:
.\native\tools\build.ps1 -TestFor ROM-dependent checks, provide an absolute path to your own supported ROM:
.\native\tools\build.ps1 -Test -RomPath 'C:\ROMs\source.v64'ROM-dependent cases skip when no ROM is supplied. The checks use the N64 tools
extracted by bootstrap-n64.ps1.
- PowerShell says script execution is disabled: for this PowerShell window,
run
Set-ExecutionPolicy -Scope Process -ExecutionPolicy RemoteSigned, then retry. - MSVC initialization fails or Ninja is missing: modify the Visual Studio installation to include the components listed above. Installing only the newest compiler does not supply the required 14.44 toolset.
- Qt extraction fails: install 7-Zip, then rerun
bootstrap.ps1. - A Qt DLL is missing when opening the editor: finish
package.ps1 -Liveand launchnative/live/LordlyCaliber.exewith the generated folder intact.
GitHub can build and attest the full Windows ZIP from Main. See release builds and download verification.
| Location | Purpose |
|---|---|
native/ |
Current application, engine, game rebuild sources, tests, assets and packaging |
| Root JavaScript files | Shared format readers, reference data and compatibility code still used by native builds, tests or generators |
tests/ |
Shared fixtures and test helpers still used by the native checks |
tools/ |
Shared director grammar generator still used by the native tools |
Editor-Old/ |
Archived browser application, its assets, old documentation, tests, generators and standalone utilities |
The archived browser entry point is Editor-Old/index.html. It still uses shared
files at the repository root, so retain the full checkout when opening it or
serving it locally. Its documentation describes the old browser product.
Battery-save management is now integrated into the native editor's Testing tab;
the former standalone utility is preserved in Editor-Old/supplemental-tools/.
Released under the MIT License. See the community credits and native package notices.