Games

Burnout 3: Takedown

PS2 · Xbox · 2004 · 4 projects

4 recomps

Xbox Playable

⑂ Fork of sp00nznet/burnout3

Burnout 3: Takedown (xenophobentx)

xenophobentx/takedawn

Takedawn: native Mac, Windows, Linux, and Steam Deck port by static recompilation. The original Xbox x86 executable is translated to C and compiled for x86-64 and arm64, and a runtime draws the NV2A graphics commands with Metal or Vulkan. Adds render scale up to 4x, a widescreen HUD fix, ultrawide, your own music, and 5.1 surround.

You needYour own copy of the North American (NTSC-U) Xbox disc. The project ships no game files.

★ 483 · 2026-10-31 View →
PS2 Playable

Burnout 3: Takedown (gomesvieira)

danielgomesvieira2000/burnout3-pc

A native Windows port of the North American PS2 release, separate from the Xbox version recomps already in the catalog. It’s built with ps2-port-engine, the same author’s tool, which decompiles the game’s program to C++, checks its behavior against the original machine code, and compiles it for x64, with a runtime standing in for the EE, IOP, sound, VUs, and GS, drawn with Vulkan. The game’s code is generated on your machine from your disc image and never committed to the repository. The whole game works: menus, races, crash mode, the World Tour career, saves, sound, and music. It adds resolution up to 4x the PS2’s, widescreen with the HUD kept in place and a HUD editor, 60 or 120 fps or your display’s refresh rate (up to 240) without speeding up the game, FXAA, SMAA, or SSAA 2x, bloom, motion blur, shadow, and particle options, rebindable controls with button prompts for your keys or a PlayStation or Xbox controller, a mouse in the menus, rumble, two-player splitscreen, local network play through the game’s own online mode, your own MP3s in EA Trax, and PCSX2 texture packs. A PC SETTINGS menu takes ONLINE’s place, with the hidden developer menu and a MODS page that brings in Nehalem’s PCSX2 patches, such as km/h, mirror mode, no traffic, or Crash Breaker in every mode. It’s an alpha: online play through EA’s servers doesn’t work, and vertical splitscreen still misplaces part of the HUD. The README points to a Windows zip on the releases page, but none is published right now; the latest tag is 0.6.1-alpha (October 21). Its author states that the port is written by Claude Code under their direction, and its last 100 commits list Claude as a co-author.

You needA disc image of your own North American (NTSC-U) copy of Burnout 3: Takedown for PS2, SLUS-21050; other regions don’t work yet. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3 (GeForce GTX 900, Radeon RX 400, Intel UHD 600, or newer), and a CPU with AVX2, or an older one with the bundled SSE4 build. To build it, Visual Studio 2022 with C++, Python 3.10 or later, and, optionally, LLVM.

★ 196 · 2026-10-30 View →
Xbox Experimental

Burnout 3: Takedown (sp00nznet)

sp00nznet/burnout3

A static recompilation of the Xbox version into a native Windows executable with xboxrecomp, the same author’s toolkit: the game’s x86 code is translated to C on your machine, boots through its real entry point, and runs its own menus, races, and renderer on the toolkit’s runtime, which provides the Xbox kernel, a software NV2A GPU, the audio processor, and the video player. Every mode boots and plays, for one or two players (Race, Time Attack, Road Rage, Crash, Double Impact, Team Crush, and Party Crash for 2 to 8 passing the pad), but it isn’t comfortable to play yet: with the GPU emulated in software, menus run at about 14 fps and races at 2–4 fps on a 12-core CPU, and since it doesn’t save a profile, every launch replays the tutorial videos. Xbox Live and System Link haven’t been attempted. Takedawn, by xenophobentx, already in the catalog, is based on this project. 0.1.0 came out on October 20 with an installer that downloads the source and the toolkit, installs the tools, and builds the game from your disc image (one to two hours the first time). 99 of its last 100 commits list Claude as a co-author.

You needYour own Burnout 3: Takedown disc image (.iso) for Xbox, or an unpacked copy; the executable the project analyzes is the North American release’s. Plus 64-bit Windows 10 or 11, about 12 GB of free space, and an Xbox or XInput controller (two for split screen), since there are no keyboard controls.

★ 156 · 2026-10-20 View →
Xbox Experimental

Burnout 3: Takedown (mxmstr)

mxmstr/Burnout3Recomp

A Windows port of the Xbox version, at a very early stage by its author’s own account. It follows Unleashed Recompiled’s static recompilation method, with the author’s own fork of XenonRecomp that adds experimental support for original Xbox x86 executables, and it reimplements the console’s libraries (Direct3D 8, DirectSound, input, and video playback), with the NV2A shaders translated to HLSL. The only release is a proof of concept from May 23: it comes with scripts that take the files from your disc and generate the recompiled executable, with the original XBE embedded in it. It hasn’t changed since then. It’s a different project from Takedawn, which has its own entry. Its author states it was developed with the help of Claude, and two of its commits list Copilot as co-author.

You needThe files from your own US copy of Burnout 3: Takedown for Xbox, extracted with extract-xiso (included) into the disc folder. Plus Windows.

★ 21 · 2026-05-23 View →

Installs with

Questions

Can you play Burnout 3: Takedown natively on PC?

Yes, though unfinished. The catalog has 4 recomps, and 2 of them are already playable.

What do I need to play it?

Your own copy of Burnout 3: Takedown (PS2). Recompendium only links projects that don’t distribute the game, and each entry says which version or region you need.

Which one is the most popular?

Burnout 3: Takedown (xenophobentx), with 483 stars on GitHub.