sp00nznet / xboxrecomp
git clone https://github.com/sp00nznet/xboxrecomp.git
v0.15.0 Β· 1d ago
π₯ on GitHub Trending today
Turn any Xbox game binary into a native Windows executable. No emulation. No interpreter. Just raw, recompiled C.
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Star history starts 2026-10-20; the chart appears after the second daily snapshot.
LanguageC
LicenseMIT
Created2026-03-06 (7mo ago)
Last pushtoday
Watchers11
OwnerUser
Seen on GitHub Trending
- 2026-10-20 β #3 weekly in c Β· +87 β
Links
- GitHub: github.com/sp00nznet/xboxrecomp
- Releases Β· Issues Β· Hacker News mentions
README excerpt
# xboxrecomp [code] > Turn any Xbox game binary into a native executable for Windows, Linux or macOS. No emulation. No interpreter. Just raw, recompiled C. **Join the sp00nznet recomp Discord** β the community hub for sp00nznet's recomp projects, where ps3recomp development happens in the open. Good place to ask questions, show a port you are working on, or find out what people are stuck on before you duplicate the effort. **Title-agnostic.** The runtime, kernel layer, D3D8 abstraction, NV2A translator, and the Python pipeline (parser β disasm β func_id β abi_analysis β recomp) all derive per-title layout and behavior from the XBE itself. *Burnout 3: Takedown* was the reference title the toolkit was built against, so many docs use its metrics as examples β see `docs/technical/candidate-games.md` for ports in progress. ### Recent Changes **Current version: v0.15.0 β _"Second Reading"_ (October 2026).** See the Changelog for what landed and when. --- ## What Is This? This is a complete toolkit for **statically recompiling original Xbox (2001-2005) games** from their retail XBE executables into native programs: Windows first, with Linux and macOS (x86-64 and arm64) hosts too. Static recompilation takes the raw x86 machine code from an Xbox binary and translates every function β every `mov`, every `jmp`, every `call` β into equivalent C source code. That C code compiles with MSVC into a native x86-64 `.exe` that runs on modern Windows; the runtime libraries also build on Linux and macOS, x86-64 or arm64, with SDL2 and OpenGL standing in for Win32 and D3D11. The game's original logic executes directly on your CPU, not through an interpreter or JIT compiler. **This is the first *public* static recompilation toolkit for the original Xbox.** Microsoft got here first: their internal Ficl/Fission recompiler shipped Xbox back-compat on the 360. We have since studied it β see Microsoft's Own Recompiler. The technique has been proven on other platforms β N64Recomp showed MIPS-to-C was viable, XenonRecomp brought it to Xbox 360's PowerPC β but nobody had tackled the OG Xbox until now. Its x86 architecture makes it both easier (same instruction set family as the host) and harder (variable-length instructions, complex addressing modes, x87 FPU stack) than MIPS or PPC targets. ### Why Not Just Use an Emulator? Emulators are great. Cxbx-Reloaded and xemu do incredible work. But static recomp offers some unique advantages: - **Native performance** β recompiled code runs at full speed, no interpretation overhead - **Moddability** β the output is human-readable C code; you can patch, extend, and improve the game - **Portability** β the C output can target any platform with a C compiler (ARM, RISC-V, WebAssembly...) - **Preservation** β a self-contained native binary is the ultimate form of game preservation - **Understanding** β the process forces you to deeply understand the game at the machine code level ## The Pipeline [code] ## Runtime Libraries Following the