📈 GH Trending Explorer 🎲 Surprise me

← all repos

YuutaTsubasa / Free-Riders-Recompiled

git clone https://github.com/YuutaTsubasa/Free-Riders-Recompiled.git v0.10.16 · today

Unofficial static recompilation of Sonic Free Riders for Windows, Linux and Android, with controller/keyboard support, custom VRM avatars, and Kinect v1, Kinect v2 (experimental) and webcam motion controls on Windows.

—
stars, 24h
—
stars, 7 days
+97
stars, 30 days · #2,378
97
★ total
5
forks · 31 open issues

Star history starts 2026-10-20; the chart appears after the second daily snapshot.

LanguageC++
LicenseGPL-3.0
Created2026-09-22 (28d ago)
Last pushtoday
Watchers6
OwnerUser

GitHub topics

Links

README excerpt
# Free Riders Recompiled
繁體中文
Free Riders Recompiled is an unofficial port of the Xbox 360 version of *Sonic
Free Riders* for Windows, Linux and Android, built through static recompilation.
Play with a controller or keyboard, use **Kinect / Kinect v2 or webcam motion
controls on Windows**, and bring your own **VRM model** to the in-game AVATAR
rider. Kinect v2 support is experimental and still needs hardware validation.
The game's PowerPC code is translated to C++ with
XenonRecomp and its Xenos shaders
with XenosRecomp, then runs on
a native runtime that stands in for the console's kernel, graphics, audio,
input and Kinect.
**This project does not include any game assets. You need your own legally
acquired copy of the game (the USA/Europe disc) to play it:** the launcher
installs the game's data from your disc image. Prebuilt versions are on the
Releases
page; to build it yourself, see Building.
> [!IMPORTANT]
> This is a work in progress. The game boots, its menus work and races can be
> played, but many parts of it are untested and it may stop or misbehave.
## Table of Contents
- Status
- Release notes
- System Requirements
- How to Install
- Settings
- How to Build
- Controls
- Kinect and Kinect v2
- Camera motion input
- VRM Avatar models
- Online play
- FAQ
- Repository Layout
- Credits
- License
## Status
What works today:
- Booting from the title screen through the menus into races: Free Race from
 start to results, and Grand Prix from its story scenes into the first race.
- Direct3D 12 and Vulkan rendering, with the shaders translated as the game
 meets them; sound; saving and loading records.
- Playing without Kinect: the Kinect is emulated. Buttons stand in for the
 voice commands the menus understand, and the pad drives the body a race
 reads (leaning, jumping, kick dash, grabbing, tricks).
- Physical Kinect and Kinect v2 input on Windows, with sensor skeletons
 passed to the game. Xbox 360 Kinect has been tested through races;
 Kinect v2 support is experimental. See setup and requirements.
- A launcher that installs the game from your disc image and keeps its
 settings, in English or Traditional Chinese, on every platform.
- Linux (Vulkan, SDL2), and Android (arm64-v8a) with on-screen touch controls
 and tilt steering.
- Optional webcam motion input for 1P on Windows, with estimated 3D body
 joints, controller handoff and a separate skeleton debug window.
- Experimental custom VRM Avatar models, selected in the launcher, with
 game-driven animation and hand-held items.
- File-replacement mods in HedgeModManager's format, managed in the
 launcher's Mods tab (Mods).
Known limits:
- Only the USA/Europe disc is supported.
- Much of the game has not been played through yet; stages and modes beyond
 those above may stop on something the runtime does not do yet.
- Linux and Android use shaders translated beforehand on Windows
 (`shaders.pack`, included in the releases). The game creates all of its
 shaders while it boots; releases include th