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sp00nznet / xboxrecomp

git clone https://github.com/sp00nznet/xboxrecomp.git v0.15.0 Β· 1d ago πŸ”₯ 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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LanguageC
LicenseMIT
Created2026-03-06 (7mo ago)
Last pushtoday
Watchers11
OwnerUser

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  • 2026-10-20 β€” #3 weekly in c Β· +87 β˜…

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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