Xbox 360 Native Ports (rexmenu)
Games: Burnout Revenge → (Xbox 360, 2005) · Ridge Racer Unbounded (Xbox 360, 2012) · Midnight Club: Los Angeles → (Xbox 360, 2008) · Split/Second (Xbox 360, 2010) · Banjo-Kazooie → (N64, 1998) · Banjo-Tooie → (N64, 2000) · Geometry Wars: Retro Evolved (Xbox 360, 2005) · Geometry Wars: Retro Evolved 2 → (Xbox 360, 2008) · Geometry Wars 3: Dimensions (Xbox 360, 2014) · Rez HD (Xbox 360, 2008) · Soulcalibur II HD Online (PS3, 2013) · After Burner Climax (Xbox 360, 2006) · Hydro Thunder Hurricane (Xbox 360, 2010) · Space Giraffe (Xbox 360, 2007) · Daytona USA → (Arcade, 1993) · OutRun Online Arcade (Xbox 360, 2009)
A collection of Xbox 360 game recompilations for Linux and Windows, with a common launcher, rexmenu, built with raylib. Each published release is a per-game launcher: it holds the game’s recompiled code, a native Vulkan renderer, a native audio mixer and a small interface, and you supply the data. rexmenu shows the collection on a game rail, tracks achievements per title and across the library, manages saves (backing up before deleting), imports games from an ISO, a .zip, .7z or .rar archive, an STFS/LIVE/PIRS package or an extracted folder, verifies them against the checksums the port was built from, and runs the game inside its own window with a virtual Xbox 360 pad. Each game shows how much of the console’s system calls it already answers natively. There are 16 releases, one per title: Burnout Revenge, Ridge Racer Unbounded, Midnight Club: Los Angeles, Split/Second, Banjo-Kazooie, Banjo-Tooie, Geometry Wars 1, 2 and 3, Rez HD, Soulcalibur II HD Online, After Burner Climax, Hydro Thunder Hurricane, Space Giraffe, Daytona USA and OutRun Online Arcade. The repository includes, in the collections folder, the C++ code generated by the recompiler for at least Midnight Club: Los Angeles (over a hundred files of about 1 MB), along with other collections with their own project files.
- Type
- Launcher
- Consoles
- Xbox 360
- Author
- CrownParkComputing
Type and pick from the list; if it isn’t there, type it and press Enter. For a launcher, the games it installs; for a generic tool, leave it empty.
Other projects for Burnout Revenge
2
Burnout Revenge (shipa-2) · Burnout Revenge (fabioap-cpu) See all →
Other projects for Midnight Club: Los Angeles
3
Midnight Club: Los Angeles (mzzvxm) · Midnight Club: Los Angeles (holdmysocks) · Midnight Club: Los Angeles (BeemerCodes) See all →
Other projects for Banjo-Kazooie
2
Banjo-Kazooie · Banjo-Kazooie (Lighthouse) See all →
Other projects for Banjo-Tooie
3
Banjo-Tooie (some-scurvy-dog) · Banjo-Tooie (Vidanox) · Banjo-Tooie (Xbox 360) See all →
Other projects for Geometry Wars: Retro Evolved 2
3
Geometry Wars: Retro Evolved 2 (saulob) · Geometry Wars: Retro Evolved 2 (omenhachi) · Geometry Wars: Retro Evolved 2 (geow2) See all →
Other projects for Daytona USA
2
Daytona USA (recreativa) · Daytona USA See all →
Recomps it can launch
184
Sonic Unleashed
hedge-dev/UnleashedRecomp
The first Xbox 360 recomp, playable from start to finish on Windows and Linux. It proved the whole Xbox 360 generation could be ported and gave rise to XenonRecomp.
You needYour own copy of Sonic Unleashed (Xbox 360, US or European version; the Japanese version isn’t supported) plus the Title Update. DLC is optional but recommended.
Skate 3 (skate3recomp)
mchughalex/skate3recomp
Playable native port of Skate 3 for Windows, Linux, and macOS (v1.0.4): about 165 fps at 4K on an RTX 4090. It supersedes portingpete’s earlier attempt.
You needYour own Skate 3 ISO (Xbox 360). The game downloads Title Update 3 by itself and checks it before using it. DLC is optional and comes from your own copy.
Forza Horizon (arcanite24)
arcanite24/pinyon-shift
Playable native preview of the first Forza Horizon, built with a customized ReXGlue: the Xbox 360’s PowerPC code is statically recompiled rather than emulated.
You needYour own Forza Horizon ISO (Xbox 360, US retail edition MS-2505).
GoldenEye 007 XBLA (SunJaycy)
SunJaycy/GoldenEye-Recomp
Native port of the canceled XBLA GoldenEye remaster (v1.0, June 2026): controller support, online multiplayer, post-processing, and 60 fps.
You needYour own GoldenEye 007 XBLA game files (Xbox 360).
Lost Odyssey (freefrank)
freefrank/LostOdysseyRecomp
Native PC port of Mistwalker’s RPG by PowerPC static recompilation, with Direct3D 12 and Vulkan renderers, optional frame generation (DLSS/FSR), and a Linux AppImage. A separate project from the other Lost Odyssey recomp already in the catalog, which uses XenonRecomp. Its author warns it’s still in early testing: some areas and scenes have been tested, but not a full playthrough.
You needYour own Lost Odyssey game files (Xbox 360). The importer accepts an extracted folder, default.xex, an XDVDFS ISO, or a GOD container.
Blue Dragon
zolaware/reblue
“re:Blue,” a static recompilation of Mistwalker’s JRPG, built with the ReXGlue SDK. It reached 1.0 on August 27, 2026, and is now at 1.3.1 (October 5). A setup wizard copies the game from the images of its three discs, and from there it offers up to 4K at aspect ratios from 4:3 to 32:9, up to 8x MSAA, an unlocked or capped frame rate, saving anywhere from the camp menu, a field-of-view setting, native keyboard and mouse, a mod manager, and the official DLC. There are builds for Windows (DirectX 12), Linux (x86-64 and ARM64, Steam Deck included), and Apple Silicon macOS, with menus in English, French, German, Italian, and Spanish.
You needImages of all three discs from your own copy of Blue Dragon (Xbox 360), global release (US and Europe); support for the Japanese and Asian release is coming.
Dante's Inferno
florinp93/hells-gate-recomp
Native PC port of Dante's Inferno (Xbox 360) by static recompilation with the ReXGlue SDK: the PowerPC XEX executable is translated to portable C++ and runs on D3D12 on Windows or Vulkan on Linux, with no emulation and no JIT at run time. 4 of its last 100 commits list Claude, Cursor or Devin as a co-author.
You needYour own copy of Dante's Inferno for Xbox 360.
Sonic the Hedgehog (2006)
sonicnext-dev/MarathonRecomp
“Marathon Recompiled”: a static recompilation of Sonic ’06 (Xbox 360 version) for PC, targeting Windows, Linux, and macOS. Actively developed, with no public release yet. It’s the actual Sonic ’06 recomp, and it complements P-06, which is a remake.
You needYour own copy of Sonic ’06 (Xbox 360): the disc plus the Title Update for the same region. The PS3 version won’t work.
Fable II (himdo)
himdo/Fable-2-Recomp
Recompilation of Fable II on the ReXGlue SDK: the PowerPC code is translated to C++ at build time. A separate project from the other Fable II recomp already in the catalog, which uses XenonRecomp. Its author says they started it to gauge what a local, open-source AI (Qwen3) could do, that it got the game booting within an hour, and that the rest was human trial and error until it could be completed. It adds an uncapped frame rate, keyboard and mouse support, and Lua scripting. 15 of its last 100 commits list Claude as a co-author.
You needYour own copy of Fable II for Xbox 360 (US or European GOTY edition, title 4D5307F1).
Ace Combat 6: Fires of Liberation
sal063/AC6_recomp
Native port of the Xbox 360 exclusive: it boots and reaches gameplay, with a D3D12 or Vulkan renderer. Expect bugs, crashes, and missing features.
You needThe default.xex file and the game data extracted from your Ace Combat 6 ISO (Xbox 360).
Need for Speed: Most Wanted (SpeedBreaker)
SpeedBreakerProject/speedbreaker
SpeedBreaker: a static recompilation of the Xbox 360 version of Need for Speed: Most Wanted (2005), built with XenonRecomp and a runtime that adapts parts of Unleashed Recompiled’s. There are builds for Steam Deck and Steam Machine, Steam Frame, x86-64 Linux, and Apple Silicon Macs, plus an experimental iPhone and iPad build; Windows and Android are announced. It renders up to 4K, widens the view on ultrawide screens instead of stretching it, runs up to 60 fps, brings back the console’s sun glare, and adds FSR 1, sharpening, and anisotropic filtering. An installer verifies the 49 files of your disc as it copies them, and a settings menu pauses the race. Xbox 360 saves can’t be imported. All 10 of its commits list Claude as a co-author.
You needAn image of your own US (NTSC-U) Need for Speed: Most Wanted Xbox 360 disc (full ISO, XISO, or extracted folder) and about 7.2 GB of free space. On Linux and SteamOS, an AVX2 CPU and Vulkan 1.2; on Mac, Apple Silicon with macOS 15 or later.
Spider-Man: Edge of Time
goliathret/EdgeOfTimeRecomp
Unofficial port of the Xbox 360 version by static recompilation, with Windows, macOS, and Linux support. It uses the ReXGlue SDK to turn PowerPC assembly into static C++, plus its own XenosRecomp fork to translate the Xbox 360 shaders from their compiled container into static HLSL. Its stated goals include high resolutions, ultrawide, high frame rates, and modding.
You needThe files from your own legally acquired copy of Spider-Man: Edge of Time (Xbox 360). The repository ships no game assets.
FIFA Street (2012)
samuelit0davila/fifa-street-pc-port
ReStreet: a recompilation of the Xbox 360 version for Windows, built with the ReXGlue SDK, with free online play on community servers (Europe and South America). It comes with a one-file installer and a launcher with friends, chat, and rooms that bring both players to the same lobby, plus an in-game friends guide. Since 2.0 it uses a new graphics engine based on AnDr3zF’s “Deck” port, with Direct3D 12 and Vulkan, FSR 1, up to 4x internal resolution, ambient occlusion, MSAA, and FXAA. The installer includes the generated game binaries, but not the ISO or the game files. Online play is still in beta. Its author states it was developed with help from ChatGPT, OpenAI Codex, and Claude Code.
You needYour own FIFA Street (2012) Xbox 360 ISO. Plus 64-bit Windows 10 or 11, a Direct3D 12 or Vulkan graphics card, 8 GB of RAM, and about 12 GB of free space.
Tekken 6 (Ekspym)
Ekspym/Tekken6-native-online
Tekken 6 Native Online: Tekken 6 for Xbox 360 recompiled for Windows, with no emulator, rollback netcode (on the GGPO principle), and an online lobby in the launcher. The launcher checks your disc image, copies the game data, translates the game’s code from your copy, and compiles it on your PC in about 3 to 10 minutes, depending on the CPU. It’s built for online matches: the game starts straight into the fight, the first player to win three rounds takes the match, and there’s MMR-based ranked matchmaking, a leaderboard, a history of your last 100 matches, and custom character looks. Since 2.3.2 it has a practice mode, and 2.3.4 (October 20) added Tekken 8-style frame data and the move list. The launcher updates itself, and most updates don’t require rebuilding the game. The source code is published in a separate repository (Ekspym/tekken6-native-online-source), without the full history: each release is added as one commit. Its author credits mahmoud-mess’s Tekken 6 recompilation for faster recompiled code. 3 of its 4 commits list Claude as a co-author.
You needYour own Tekken 6 Xbox 360 disc image, the USA and Europe release, revision 1 (.iso or the extracted disc folder); the launcher refuses other versions. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 10 GB of free space (6.7 GB of game data plus the build). Both players must use the same version.
Fable II (Fable2Recomp)
Fable2Recomp/Fable2Recomp
Recompilation of Fable II (Xbox 360) with XenonRecomp. A popular project, still in development and not yet playable.
You needYour own copy of Fable II (Xbox 360).
Castlevania: Symphony of the Night (XBLA)
birabittoh/NocturneRecomp
Static recompilation of the XBLA release of Symphony of the Night for Windows and Linux, built on the ReXGlue SDK. A separate project from the PS1 recomp.
You needYour own copy of Symphony of the Night (XBLA, Xbox 360).
The Simpsons Game
YesterMester/TheSimpsonsGameRecomp
Recompilation of The Simpsons Game (2007, Xbox 360) with ReXGlue. Work in progress: the current goal is getting the game running.
You needYour own copy of The Simpsons Game (Xbox 360).
Call of Duty 3 (FrankHUN88453)
FrankHUN88453/CoD3Recomp
CoD3Recomp: a static recompilation of the Xbox 360 version with XenonRecomp. All 19,462 functions of the PowerPC code are translated to C++, all 179 kernel functions the game imports are implemented, and a Direct3D 11 renderer built for PC draws with the game’s own shaders translated to HLSL. It covers the campaign only, since the multiplayer executable hasn’t been recompiled yet: all fifteen levels load and play, and finishing a mission leads into the next, with sound, films, and checkpoints. It renders at your window’s resolution, with resolution scaling, a 21:9, 32:9, or window-fitting aspect ratio, a 65–100 field of view, 2x–8x MSAA and FXAA, shadows up to 4096, and the most detailed models at any distance; in levels the frame rate is uncapped (about 100 fps where the console ran at 60). It plays with a controller or with keyboard and mouse with raw input, in the game’s own menus too, which show your keys instead of the buttons, and it brings back the multiplayer’s sprint. The options are on a VIDEO page in the game’s own menu and in a separate menu (F11). Version 0.5.0 (October 21) is a single executable that updates itself. All 159 of its commits list Claude as co-author.
You needAn image of your own Call of Duty 3 Xbox 360 disc, the US and European release (XGD1, XGD2, XGD3, and trimmed images all work); setup checks that the disc’s default.xex is the same size as the one that was recompiled, and extracts the game to a folder you choose. Plus 64-bit Windows and a Direct3D 11 graphics card.
Forza Horizon (Dyotson)
FH1-ReImagined/ForzaHorizon1-ReImagined
“Forza Horizon 1: ReImagined”: a static recompilation of the Xbox 360 version for Linux and Windows, with the ReXGlue SDK and its own patches. It’s a separate project from Pinyon Shift: it builds on the same author’s Halo: Reach recomp, and takes only a few pieces from Pinyon Shift, such as the HDR presenter. The launcher generates and compiles the game on your machine from your copy, in about 4 minutes on 8 cores; no game binaries are published. The single-player game has been played through, from the opening drive to the end of the festival. It includes Title Update 4 with Horizon Rally and the 1000 Club, all 23 DLC packs, 60 to 144 fps (up to 240) without changing physics or timing, keyboard and mouse, racing wheels, ultrawide, FSR, DLSS and DLAA on NVIDIA, and saves from Xenia Canary. Since Xbox Live is gone, it ships Forza Live, a server you can host yourself, with a public instance: online races, Horizon World (a shared open world for eight players), leaderboards, Rivals, car clubs, and the Message Center. The launcher is experimental, and the macOS build for Apple silicon is source-only. v0.1.24 (October 19) added a photo gallery to the launcher. About 60 of its commits list Claude as a co-author.
You needYour own copy of Forza Horizon for Xbox 360 (title 4D5309C9), base version: the Games on Demand package or the disc 1 ISO, any printing; optionally Title Update 4 (for Horizon Rally and the 1000 Club) and your DLC. Plus x86-64 Linux or 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, about 4 GB of free RAM, and about 15 GB of disk space.
The Darkness (portingpete)
portingpete/The-Darkness-Recomp
Native Windows x64 port: the Xbox 360 executable is translated to C++ ahead of time and built into DarkRecomp.exe, with its own D3D11 renderer and no emulation at run time. Playable today from start to finish, with mouse look, controller support, video settings (resolution, FOV, gamma, bloom, frame cap, and VSync), XMA audio, and saves.
You needYour own The Darkness dump (Xbox 360): the original default.xex plus the Content and System folders. The repository ships no game code, assets, or binaries.
Silent Hill: Downpour
LittleBitUA/DownpourRecomp
Native Windows port via static recompilation of the Xbox 360 binary. The stable v1.0 unlocks 60 fps and adds a pre-warmed ROV cache and a standalone executable.
You needYour own copy of Silent Hill: Downpour (Xbox 360).
Midnight Club: Los Angeles (mzzvxm)
mzzvxm/LARecomp
LARecomp: a static recompilation of Midnight Club: Los Angeles Complete Edition for x86-64 Windows, built on the ReXGlue SDK. It boots to the menu, free roam and races work, and saves load. It runs properly above 30 fps: instead of the usual Xenia unlock, which makes the game run fast, it feeds the simulation the real frame time, and it adjusts the camera and suspension so they behave the same at any frame rate. It has an in-game settings menu with eight tabs, a wizard that installs the game from your ISO, save import from Xenia and RPCS3, a radio with your own MP3s, a mod loader, and access to the German and Italian translations. It doesn’t publish builds: it’s built with ReXGlue SDK 0.10.0 and Clang. Known issues remain, such as visible dithering on shadows and foliage.
You needThe extracted files from your own copy of Midnight Club: Los Angeles Complete Edition for Xbox 360 (default.xex and the xarchive files). To build it, x86-64 Windows with ReXGlue SDK 0.10.0, CMake 3.25 or later, Clang, and Ninja.
Condemned 2: Bloodshot
psxrestore/Condemned2Recomp
Static recompilation of Condemned 2: Bloodshot, made with ReXGlue.
You needYour own copy of Condemned 2: Bloodshot (Xbox 360).
Burnout Revenge (shipa-2)
shipa-2/Xerenge
Xerenge: a static recompilation of the Xbox 360 version. The PowerPC code is translated to C++ ahead of time and linked into a native executable, with no interpreter or JIT, on the project’s own fork of the ReXGlue SDK as its system layer; an earlier line, now frozen, used XenonRecomp with a runtime of its own. By default it draws with plume, the project’s own renderer, which takes the game’s Direct3D calls and uses its shaders translated ahead of time from your disc; Xenia’s GPU emulation remains available as a reference. According to the project, it’s fully playable: races at 60 fps (Crash mode at 30, as on the console), complete audio including the soundtrack, and the intro videos. It renders at the window’s resolution, in ultrawide, with optional FXAA, SMAA, and CAS sharpening, frame generation for 90–120 Hz displays, and an option to lift the frame cap. Online play works out of the box through a shared lobby server, or your own, and on a LAN without any server. There are installers for Windows, Linux, and Apple silicon Macs that ship the game already built and only ask for your disc image, plus an Android build. Version 0.4.7 (October 17) added the US release and fixed online games with three or more players. 194 of its 557 commits list Claude as co-author, and another 8 list Cursor.
You needAn image of your own Burnout Revenge Xbox 360 disc, the European release (SHA-256 34c1bd4d549c2c53f29d814fa5e5d1c04c533c5ca0c39e57b6c2538f44ff59b4) or the US one (SHA-256 7abf689f52b70666ba92052bd157cfcae9ed6290dae298fbf639baa1d169f92b); other regions and the beta aren’t supported. Plus a Vulkan graphics card, on Windows, x86-64 Linux, or an Apple silicon Mac; Intel Macs aren’t supported.
Peter Jackson's King Kong
TekRantGaming/king-kong-recompiled
A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, with a launcher made for the couch. It gets past the “VENTURE” freeze that stops Xenia. It offers up to 8K, any frame rate up to 240 or uncapped, FSR 1 and NIS, ambient occlusion, the original Xbox 360 look or a modern one, up to a 110° field of view, keyboard and mouse, all ten cheats as switches, achievements with pop-ups, and an Add to Steam button. Since 2.0.0, from October 30, it also has a native Linux and Steam Deck build, experimentally. It’s in active development and a full play-through hasn’t been confirmed yet. Its author states it was made almost entirely with Claude Code.
You needAn image of your own Peter Jackson's King Kong Xbox 360 disc, USA/Europe release (Title ID 555307D3, the original version). Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 7 GB of free space.
Viva Piñata: Trouble in Paradise
SolarCookies/TiP-Recomp
Recompilation of the 2008 sequel on ReXGlue. “Very early,” Windows-only for now (Linux is planned), with a strict no-AI policy.
You needA Viva Piñata: Trouble in Paradise ISO (Xbox 360, World edition).
LEGO Dimensions
NeverCookFirst/DimensionsRecomp
Static recompilation of the Xbox 360 release and, as far as we know, the first recomp of a toys-to-life game. It boots, plays, saves, loads DLC, and talks to a Toy Pad (real or emulated) like any ordinary Windows program, with an unlocked frame rate, mods, and multilingual support. Its author is explicit about why: they wanted to find out whether a figures game could be recompiled, and they say emulation remains a perfectly valid option for anyone it works better for.
You needYour own copy of LEGO Dimensions for Xbox 360. This is a public demo build.
Tekken Tag Tournament 2 (tekken-tag-tournament-2-pc)
shihabal3amri/tekken-tag-tournament-2-pc
A native Windows port of the Xbox 360 version, by static recompilation with XenonRecomp, with graphics, audio, and online code written for PC. An installer builds the game on your PC from your disc image and Title Update 3. It renders from 720p to 4K at 60 fps, has all 59 fighters unlocked, including the 10 that relied on Namco’s servers, and offers online Player Match over Steam, in beta. By default it removes the 2 frames of input delay the original game adds in offline modes. Leaderboards, World Arena, and replays relied on servers that no longer exist. All 10 of its commits list Claude as a co-author.
You needYour own Tekken Tag Tournament 2 Xbox 360 disc image (USA, Europe) and its Title Update 3. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, and about 13 GB of free space; for online play, Steam running and signed in.
Project Gotham Racing 4 (beatrixzy)
beatrixzy/PGR4-Recomp
Recompilation of Project Gotham Racing 4. Early alpha, but it already boots and runs races.
You needYour own copy of Project Gotham Racing 4 (Xbox 360).
Dragon Ball Z: Budokai 3 (HD Collection)
novapowers0/DBZ-Budokai-3-HD-Collection
A native Windows and Linux port of Budokai 3 as it comes in the Xbox 360 HD Collection, built with the ReXGlue SDK: the PowerPC code is statically recompiled and linked into an executable with its own launcher and a mod system. A single executable carries recompilations of both the US and European releases, recognizes yours by its checksum, and can play straight from the ISO. It adds FSR 1, CAS, FXAA, MSAA, and internal resolution applied live, DLSS and FSR 3 in beta, a frame cap and VRR, an in-game quick menu (F1), rebindable keyboard controls, and a five-language launcher you can drive with a controller. Mods replace or add entries in the AFS archives without touching the originals, which allows model swaps and new characters in their own slots on the select screen; a kit imports characters from Budokai 1, Budokai 2, and Infinite World from your own PS2 ISOs. It also adds modes of its own, all in beta or experimental: the Dragon HUB, tag team fights, online play, a hero mode, and Infinite World and Budokai 2 campaigns that read those ISOs. The latest release is 1.5.1.3 (October 20). The launcher’s Nova’s Mods tab downloads on request, from a private GitHub repository of the author’s, an HD pack by SSGPrinceVegeta with about 5,300 upscaled game textures and some twenty characters and costumes, several with models, moves, and voices taken from other games in the series (Budokai 2, Infinite World, Shin Budokai: Another Road, and Super Dragon Ball Heroes); a separate pack with seven new characters, with models by @ArielPVB, is downloaded from Google Drive. 45 of its 199 commits list Claude as co-author.
You needThe files from your own copy of Dragon Ball Z: Budokai HD Collection for Xbox 360, US or European release: the full ISO, or the Budokai 3 executable (default.xex) and your region’s data files (the .afs archives and the .sfd videos); baserom.md lists their sizes and SHA-256 hashes. Mods need the extracted folder, and the new characters need the US release. To import characters or play the PS2 campaigns, your own Budokai 1, Budokai 2, or Infinite World ISOs. Plus 64-bit Windows or Linux, an x64 CPU with SSSE3, and a Direct3D 12 or Vulkan graphics card.
Banjo-Kazooie: Nuts & Bolts
masterspike52/reNut
Recompilation of the Xbox 360 Banjo (“reNut”). It ships a launcher for people who don’t want to build it themselves, though the animations are still glitchy: it isn’t a finished port.
You needThe default.xex file and the ISO of Banjo-Kazooie: Nuts & Bolts (Xbox 360, US version).
Midnight Club: Los Angeles (holdmysocks)
holdmysocks/mcla-recomp
A static recompilation of Midnight Club: Los Angeles Complete Edition for Windows, Linux, and jailbroken PS5, built with the ReXGlue SDK and with fixes ported, with permission, from LARecomp. On Windows with Direct3D 12, the career, races, garage, and upgrades play with audio and a controller, at 30 fps by default and 60, 120, or uncapped as options; on Linux with Vulkan it builds and plays, tested by one user. It doesn’t publish a compiled game: a script extracts what it needs from your ISO, installs any missing tools, and generates the recompiled code on your machine. The pause menu adds display settings.
You needAn ISO of your own Midnight Club: Los Angeles Complete Edition for Xbox 360, USA/Europe release (Title ID 545407F8). On Windows, 64-bit Windows 10 or 11 with Direct3D 12 and about 20 GB of free space; on Linux, Clang 20 and Vulkan 1.3.
Daytona USA
Subarasheese/daytona-xbla-recomp
Recompilation of the 2011 XBLA re-release of the arcade racing classic. It builds and runs on Windows and Linux, but system calls and rendering are unfinished, and you have to build it yourself. 15 of its 36 commits list Claude as a co-author.
You needYour own Daytona USA XBLA package (Xbox 360).
Naruto: Rise of a Ninja (naruto-rise-recomp)
jorjbarbosa/naruto-rise-recomp
A static recompilation of the Xbox 360 version for 64-bit Windows, built with the ReXGlue SDK. It has two renderers: a native Direct3D 12 one, the default, which translates the game’s graphics calls and presents at 60 or 120 fps by interpolating between logic steps, which keep their original rate; and Xenos, the SDK’s Xbox 360 GPU emulation, as the alternative, with 21:9 and 32:9 ultrawide support. It adds 1x–4x internal resolution, MSAA, FXAA, FSR, DLC, language selection, and a launcher and installer in seven languages that imports your ISO. It’s still in development and its author warns of bugs, crashes, and visual issues. It states that AI tools assist development and that the maintainer reviews every change.
You needThe files from your own copy of Naruto: Rise of a Ninja for Xbox 360, including default.xex, or its ISO. Plus 64-bit Windows, a Direct3D 12 graphics card, and the Visual C++ x64 redistributable.
Need for Speed: Most Wanted (madelrandel-blip)
madelrandel-blip/NFSMW-Recompiled
A static recompilation of the Xbox 360 version (title ID 454107D9), built with the ReXGlue SDK: the PowerPC code in default.xex is translated to C++ ahead of time and compiled for x86-64, and the SDK provides the kernel calls, the file system, audio, input, and the translation of the Xenos GPU to Direct3D 12. The project calls it “playable, with rough edges”: it gets through the prologue into free roam, and it has mostly been tested on an Intel Iris 540 integrated GPU, at 18–38 fps at 854×480. Nearly all of its fixes are patches to the SDK: the audio decoder deadlock that left the game silent and froze it on returning to the menu, v-sync and a frame limiter, which the SDK lacked, and an adjustable 0–200% game speed. A Windows launcher takes the ISO, extracts it on first use, and lets you pick the window size, internal resolution up to 4x, windowed or fullscreen, a frame cap, and the graphics API. Vulkan renders black on Intel GPUs and multiplayer doesn’t work. The latest Windows release is 0.0.2 (September 18); the newest one, from October 8, is Android-only. Although the README says otherwise, the repository includes the C++ generated from the game’s default.xex, over 130 MB of it, and the Android build carries a cache of 136 of the game’s shaders extracted from its ZZDATA0.BIN file.
You needAn ISO of your own copy of Need for Speed: Most Wanted for Xbox 360, Spanish PAL release, or the extracted folder; the English PAL and NTSC releases don’t work for now. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card (feature level 11_0); without one it tries WARP, Windows’ software rasterizer, which is very slow. Building it requires Visual Studio 2022 Build Tools, CMake 3.28, Ninja, Clang 20, and Python 3.10 or later.
Saints Row
whompay/SaintsReborn
Saints Reborn (formerly SaintsRowPC): an unofficial native Windows port by static recompilation with the ReXGlue SDK, which translates all of the game’s PowerPC code to C++ and reimplements the Xbox 360 kernel, GPU (on Direct3D 12), audio, and input. The repository holds nothing from the game: the installer takes your disc image or game folder, downloads the build tools (about 1.5 GB, no Visual Studio needed), and builds the game on your machine in 10 to 60 minutes; updates only rebuild what changed. According to its author, it’s playable from start to finish: the intro videos, the character creator, the whole story, side missions, and free roam, with sound. It has co-op for the story and free roam over LAN, by direct IP, or online with a join code, and online matches (Quick Match, Custom Match, ranked) through Epic Online Services; on October 19, co-op grew to up to 12 players in one shared world. With the bundled 60 fps mod it runs at 60 fps and above (capped at 30, 60, 90, or 120, or uncapped), it renders at twice the original resolution by default, and it has its own options menu for resolution scale, shadows, and mouse sensitivity. Keyboard and mouse follow Saints Row 2 on PC, the prompts switch between controller and keyboard, and V toggles a first-person view. It includes Whompay’s Mod Loader, with mods that replace files, run Lua scripts, or hook C/C++ code into the game. The latest version, 1.2.2, came out on October 2.
You needYour own Saints Row Xbox 360 disc, as an .iso image or a folder with default.xex and packfiles; only the disc version the port was made with is supported, and the installer warns if your default.xex differs. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card; a manual build takes about 15 GB of free space and 16 GB of RAM. On CPUs without AVX2, a compatible build is made.
Eternal Sonata
birabittoh/EternalSonataReprise
“Eternal Sonata: Reprise,” a static recompilation of the Xbox 360 version built with the ReXGlue SDK. It runs on the data from either the Xbox 360 or the PS3 version, from any region; since 1.3.1 (October 16) it accepts every PS3 version, and with that data Crescendo and Serenade join the party and fight in battle. Since 1.2.0 (September 18) it uses its own renderer instead of Xenia’s, with builds for Windows, Linux, and macOS, plus an experimental Android one. It offers any resolution and aspect ratio, an unlocked frame rate, keyboard and mouse, local multiplayer with several controllers, and its own launcher with a mod manager. It can also be installed from Goopie, the same author’s launcher.
You needYour own copy of Eternal Sonata, Xbox 360 or PS3, from any region (PAL, US, or Japan). Building the executable yourself requires the Xbox 360 PAL version.
Deadly Premonition
LittleBitUA/DPRecomp
Native PC port via static recompilation of the Xbox 360 binary. The v0.1.1 preview is out; v1.0, with major performance and stability fixes, is on the way.
You needYour own copy of Deadly Premonition (Xbox 360).
DoDonPachi SaiDaiOuJou
eandis/SDOJ-Recomp
Recompilation of DoDonPachi SaiDaiOuJou using ReXGlue. It supports both the disc release and the Games on Demand release.
You needYour own DoDonPachi SaiDaiOuJou dump (Xbox 360) plus Title Update 1.01.
Forza Motorsport 4 (0herculabs)
0herculabs/hl360-forza4
Forza Motorsport 4 on Windows, with a dedicated launcher, optional Project Forza Plus 4 integration, and experimental direct-drive wheel support. The Xbox 360 game’s PowerPC code is translated to C++ with the ReXGlue SDK and the resulting program runs natively on PC, with a runtime that provides graphics, audio, input, profiles, storage, and content services. The launcher guides you through installing both discs, configuring the game, calibrating a wheel, and installing or removing Project Forza Plus 4, whose archives the user supplies. The README warns that it is a work in progress: menus and races have been demonstrated locally, including with a MOZA R3 wheel and force feedback, but full Career progression, every game mode, long sessions, and other wheelbases still need testing. Playing at 60 frames per second is recommended; the experimental 120 FPS mode causes visual artifacts. Version 0.3.9 is from October 19. One of its 4 commits lists Claude as a co-author.
You needYour own discs of Forza Motorsport 4 for Xbox 360, USA Rev 1 (title ID 4D530910, media ID 33E7B39F, XEX 0.0.0.14): the Play Disc (ISO MD5 2470358250b8566bf5ddc3aaf1b76c68) and the Content Install Disc (ISO MD5 9915d1adaabf3b58441651a70e5e8dbe), as ISO images. Other regions and revisions have not been validated. Windows x64 and a Direct3D 12-capable GPU.
WWE SmackDown vs. Raw 2007 (HollywoodAkeem)
HollywoodAkeem/SVR07-Recomp
A static recompilation of the Xbox 360 version for Windows, built on a ReXGlue fork prepared for Yuke’s games. According to its author, it plays from start to finish at a stable 60 fps, matching the console’s timing: menus, match types, create-a-superstar, season mode, and saves, with XInput controllers. The internal resolution and aspect ratio are still locked to the console’s, though the renderer can output up to 4K. There are occasional artifacts on the wrestlers’ models and roughly a 10% chance per session of a crash from a lost graphics device. Version 1.0 came out on April 24, 2026.
You needThe extracted files from your own copy of WWE SmackDown vs. Raw 2007 for Xbox 360 (the US/Canada release is recommended). Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.
Ninja Gaiden II
TheSaltTrader/Ninja-s-Dawn---A-Ninja-Gaiden-2-Recompilation-Project
Ninja's Dawn: a static recompilation of Ninja Gaiden II (title 544307D5) into a native Windows executable, on the ReXGlue SDK. It isn’t an emulator: the PowerPC code is translated ahead of time to x86-64, so there’s no interpreter and no JIT warm-up. The game runs like any Windows program, at 60 fps, with PC-style settings.
You needYour own copy of Ninja Gaiden II for Xbox 360, as an .iso image or an already extracted folder with its default.xex. The project ships no game data of any kind.
WWE SmackDown vs. Raw 2011 (KaikoClanworth1)
KaikoClanworth1/wwe-svr2011-pc
An unofficial native Windows port of the Xbox 360 version: the game’s code is statically recompiled to C++ with the ReXGlue SDK and runs on its Xenia-derived runtime, with a native renderer that draws the game’s Direct3D calls with Direct3D 12 (and, experimentally, with Vulkan or Direct3D 11). A launcher installs the game from your disc image, updates itself from GitHub, and manages settings, saves, DLC, logos, movies, and mods. It offers 720p to 4K, a steady 60 fps even in entrances, a picture that fills ultrawide screens without stretching, five languages, all 39 achievements, your own entrance music and movies, up to 10 HD logos per created superstar, texture packs, and a free camera. It adds match types (Three Stages of Hell, Championship Scramble, and Mystery Opponent, among others), playable managers, and online matches between players, connected directly or through the project’s server. Its Mod Maker creates arenas, superstars, moves, and other mods, and converts content from your own discs of other games in the series, from SvR 2007 to WWE 2K17 and the PS2 SmackDowns. It runs on the Steam Deck and Linux through Proton, and there’s an Android version. The latest release is 2.1.4.1 (October 21). The PC download, and separately a zip of about 415 MB, also include mods, off by default, with about twenty superstars taken from SvR 2010, two from SvR 2008 (Sabu and The Sandman, with their theme music and entrance video), and arenas from WWE ’13: RAW IS WAR, SmackDown 1999, Royal Rumble 1998, and King of the Ring 1998. Its author states that it was made with Claude Code, which wrote most of the code, and 1,303 of its 1,632 commits list Claude as co-author.
You needA disc image (.iso) of your own copy of WWE SmackDown vs. Raw 2011 for Xbox 360; the PS3, Wii, PS2, and PSP versions won’t work. Xbox 360 DLC is optional, and title updates aren’t needed. Plus 64-bit Windows 10 or 11 (or 8.1, with the experimental Direct3D 11 option), a Direct3D 12 graphics card, a CPU with SSE4.2, and about 6 GB of free space. The Mod Maker’s converters for other games need Python 3 with numpy and Pillow.
Forza Motorsport 4 (Alexbeav)
Alexbeav/fm4-recomp
An experimental static recompilation of the Xbox 360 version with ReXGlue, on the author’s own fork of the SDK pinned to a specific commit. It recompiles the main executable and the two modules the game loads (XMediaFacade and SpeechFacade). On the test machine it boots, loads a profile, completes races, and saves career progress, verified from Amateur and Clubman into the Sportsman tier; beyond that it hasn’t been validated. It installs the four content packages from Disc 2. It uses a conservative graphics profile (native resolution, Direct3D 12 with ROV, and full resolve readback) that stutters and runs at around 30 fps in heavy scenes; stable 60 fps isn’t reached, and raising the internal resolution corrupts textures. A fresh profile can save blank car thumbnails. Online services and the marketplace are outside the tested scope. alpha.2 (October 15) is the first ready-to-play Windows x64 build, though that binary hasn’t had a full race-and-save test yet; the first release only had the source to build on your own machine.
You needYour own European copy of Forza Motorsport 4 Game of the Year for Xbox 360 (title ID 4D530910, media ID 42C67824): the complete, extracted Disc 1, with the Media folder and default.xex, XMediaFacade_default.xex, and SpeechFacade_default.xex, which are checked by SHA-256; an ISO alone won’t do. Optionally, the four packages from your Disc 2. Plus 64-bit Windows 11, a CPU with AVX2, and a Direct3D 12 graphics card; other systems are untested.
Army of Two (OpenPortroid)
OpenPortroid/ArmyOfTwoRecompilation
An unofficial Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and with its own Direct3D 12 renderer instead of GPU emulation. The whole game can be finished solo or in co-op without crashes. Co-op works online without EA’s servers, in public or private sessions over a LAN or a VPN such as Radmin, ZeroTier, or Tailscale, and also as split-screen on one PC. It adds keyboard and mouse with key glyphs in the on-screen prompts, remappable controls, in-game graphics settings, render resolutions above the console’s 720p, and skippable movies. A launcher installs the game from your disc image.
You needYour own copy of Army of Two for Xbox 360, European release, as a disc image or extracted, with Title Update 2; DLC is optional. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 6 GB of free space.
Dragon Ball Z: Budokai (HD Collection)
WistfulHopes/DBZ1
Early recompilation (v0.0.2) of the first Budokai as included in the Xbox 360 HD Collection.
You needYour own copy of Dragon Ball Z: Budokai HD Collection (Xbox 360).
Gears of War 2 (santiquiroz)
santiquiroz/gears-of-war-2-pc-port
An unofficial native PC port of Gears of War 2: the Xbox 360 game statically recompiled to x64 with the ReXGlue SDK, with no emulation. According to its README, an earlier fan port (“Hollow”) came from a leaked 2008 development build, and this one runs the complete retail game. Act 1 is playable with keyboard and mouse or a controller; it brings 1440p or 4K internal resolution, FSR 1 and temporal FSR 3.1 and FSR 4, CAS, texture packs, mouse aim with no dead zone, ultrawide up to 1680 pixels wide, community game patches, campaign co-op for up to four players over System Link and split-screen, and Versus and Horde in testing. The full campaign hasn’t been checked yet. 0.3.3 (October 24, 2026) has a Windows zip and an experimental Android APK. Licensed BSD-3-Clause.
You needYour own retail copy of Gears of War 2 for Xbox 360 (title ID 4D53082D), dumped to a folder with default.xex and the GearGame folder, for example by extracting the ISO with xdvdfs; nothing from the game is included. 64-bit Windows with a Direct3D 12 or Vulkan GPU.
Gears of War: Judgment (OverkillLabs3)
OverkillLabs3/gears-judgement-recomp
A native Windows build of the Xbox 360 version: the game’s PowerPC program is translated to C++ ahead of time with the ReXGlue SDK and runs on its emulated Xbox 360 graphics and system layer. It adds keyboard and mouse input that goes straight into the game’s own controls, with mouse look free of smoothing and acceleration and every action rebindable, a 60 fps limit or an unlocked frame rate (lifting the game’s 62 fps cap), SMAA and FSR 1.0, automatic quality based on your graphics card, adjustable field of view and draw distance, an on-disk shader cache, an in-game settings menu (F4), and a separate settings window. It turns off the game’s film grain, motion blur, and FXAA by default, and offers the xenia-canary community patches for this game as options. It renders at 720p by default, with 1440p as an experimental option. Its author presents it as an early release: the campaign boots and plays, but testing has mostly covered its first part and a single PC, and multiplayer and online features don’t work. Version 0.2.1 (October 11) fixed loading saves and added a choice among the twelve languages on the disc.
You needThe folder from your own retail copy of Gears of War: Judgment for Xbox 360 (title ID 4D530A26), with default.xex and the GearGame folder; it takes about 7 GB. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, 8 GB of RAM, and a fast CPU, since the game is CPU-limited: about 90–110 fps unlocked on a Ryzen 7 5800X3D.
Dragon Ball Z: Burst Limit
iExplosiveRage/DBZ-Burst-Limit-Recompiled
A native Windows port of the US Xbox 360 release, by static recompilation with the author’s own fork of the ReXGlue SDK carrying this game’s changes. On first launch it installs the game from your ISO, then opens a start screen in the game’s style with mods, settings, and updates. Since 0.7.0 (October 21) it defaults to a native renderer that sends the game’s draw calls straight to Direct3D 12 instead of emulating the Xbox 360 GPU, with resolutions from 720p to 8K. It adds 30 fps to uncapped, 21:9 and 32:9 ultrawide with the HUD at the edges, a 50–200% field of view, DLSS, DLAA, FSR 4, and FSR 3.1.5, lower offline input latency, a free camera, PlayStation and Switch button icons, and an in-game settings menu (F1). It brings back four costumes and three stages only used in Z Chronicles, lets you start a fight transformed, and, if enabled, charge ki with L3. Online play works without a VPN through the project’s lobby server, with ranked matches and leaderboards. It supports mods, new characters made with its ModKit, and texture packs. The Linux and Steam Deck build runs it through Wine or Proton. It’s still in alpha. 28 of its 30 commits list Claude as a co-author.
You needYour own US (NTSC-U) copy of Dragon Ball Z: Burst Limit for Xbox 360, as an ISO or extracted; the default.xex must be that release’s (7,983,104 bytes, SHA-1 aec598f88cf51181fc377b148e0b1ad30db4485c). The European and Japanese releases don’t work. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, or Linux with Wine or Proton (the Linux package bundles vkd3d-proton and DXVK).
Forza Motorsport 2 (HL360)
0herculabs/hl360-Forza2
A static recompilation of the Xbox 360 version for 64-bit Windows, built with ReXGlue: the game’s PowerPC code is translated ahead of time into C++ and compiled for x86-64, with no CPU emulation and no JIT compiler. It renders through Vulkan, using a ReXGlue SDK built from source and patched, since the released one (0.10.0) only works with Direct3D 12, and decodes audio natively. A launcher in English and Spanish imports your ISO, extracts the game and checks every file by SHA-256, manages profiles with separate saves, and precompiles shaders before you play. It offers internal resolutions up to 4K, races at 60 fps or, with a 120 Hz monitor and a fast CPU, at 120 fps (menus run at half rate, as on the console), the game’s own 2x MSAA, anisotropic filtering, AMD FSR and CAS, Xbox-compatible controllers and remappable keyboard controls, and the game in English, Spanish, French, German, or Italian. It also installs the downloadable content from the Limited Edition bonus disc (eight packs, with cars and the Road America and Motegi tracks) and the Project Forza Plus 2 mod, whose career mode, AI, and per-camera field of view are set from the launcher. Online races use the game’s own System Link menu through a relay server, with no port forwarding; the server software, a Python script, is in the repository for anyone who wants to host their own. Xbox Live isn’t available, career mode and split-screen haven’t been fully tested, and with three or more players online, joining a race occasionally fails. Version 0.3.1 (October 20), seven days after the first release, moved to Vulkan and added online play. Two of its eight commits list Claude as a co-author. The repository includes the C++ code generated from the game’s executable (about 130 MB).
You needYour own European or US copy of Forza Motorsport 2 for Xbox 360 (title ID 4D5307EA) as a disc image (.iso). Optionally, the Limited Edition bonus disc ISO and the Project Forza Plus 2 .zip files, which need the US release. Plus 64-bit Windows 10 or 11, a Vulkan-capable graphics card, and about 5 GB of free space; the Visual C++ runtime is bundled.
Ridge Racer 6
Sirhalo23/RidgeRacer6-Recompilation
Fan-made native Windows version: the Xbox 360’s PowerPC program is translated to C++ and compiled into a Windows executable. Its author calls it an early test. It’s the third Ridge Racer in the catalog, and all three are different games: the PS1 original, Revolution, and this one. 38 of its 68 commits list Claude as a co-author.
You needYour own copy of Ridge Racer 6 for Xbox 360 (US disc, title ID 4E4D07D3). The repository holds no game code or data: tracks, cars, sound, and video all come from your own disc image.
WWE '13
PromethenDev/wwe13-recomp
An unofficial static recompilation of the Xbox 360 version for 64-bit Windows and Linux, built on the ReXGlue fork prepared for Yuke’s games. A launcher finds or extracts your files, installs the title update and DLC, and checks every file. It offers 480p to 1440p resolutions, three frame-rate modes (console-like, 60 everywhere, or locked 30), language selection, fullscreen, and a page for adding Xbox 360 created superstars, entrances, arenas, and logos, plus your own entrance music. It updates itself from GitHub. Some shadow and lighting differences from the console remain, and the 1080p option is hidden because of crowd glitches. 6 of its 11 commits list Claude as a co-author.
You needThe files from your own copy of WWE '13 for Xbox 360 (folder or ISO) and title update 2.0.1.0, which is required; DLC is optional. Plus 64-bit Windows 10 or 11 or Linux (glibc 2.38 or newer), an AVX2 CPU, a Vulkan graphics card, and about 10 GB of free space.
Crash of the Titans (CrashRecomp)
VitoMiguelF/crashott-pc
CrashRecomp: a Definitive Edition of Crash of the Titans for Windows, made by statically recompiling the Xbox 360 version’s PowerPC code to x86-64 with XenonRecomp, plus a runtime that replaces the console’s graphics, audio, input, files, and saves. It plays at the original 30 fps or unlimited, windowed or fullscreen, with internal resolutions up to 4K, DLSS and DLAA (RTX) or FSR 3.1, FXAA and SMAA, rebindable keyboard and mouse, and Xbox and PlayStation (DualSense) controllers. It adds a Brazilian Portuguese translation and subtitles for all dialogue and cutscenes. Version 1.04 (October 24) draws the scene in one pass instead of the console’s three tiles, runs the game’s Direct3D command building as native code, and compiles shaders at install: in the heaviest scene it went from about 180 to about 500 fps on a Ryzen 7 5700X with an RTX 5080. Version 1.0 (October 22) also offered, as an option, an “HD AI Remaster” pack of about 3.3 GB with AI-upscaled textures and smoothed models. The installer builds everything on your PC from your copy, installing nothing on the system. All 31 commits in the repository list Claude as a co-author.
You needYour own copy of Crash of the Titans for Xbox 360, as the game folder (default.xex, default.rcf…). Plus 64-bit Windows; version 1.03 and later bundle their own build tools. DLSS needs an NVIDIA RTX card; FSR works on any GPU.
The Darkness (Estacado)
invinceble55-wq/Estacado-The-Darkness-Recomp
Estacado: an unofficial Windows port of the Xbox 360 version, by static recompilation. XenonRecomp translates the game’s PowerPC code to C++, and the Direct3D 12 system and graphics layer builds on the ReXGlue SDK. Its author says the whole campaign is playable from start to finish, though it’s still a pre-release tested on a single Windows 11 PC with an NVIDIA RTX card; a player has it working on the Steam Deck under Proton. It offers 30 fps up to your monitor’s refresh rate or uncapped with game timing kept intact, the scene at 1x, 2x, or 3x the console’s 720p, SMAA or FXAA, FSR 1 or CAS, experimental widescreen for 21:9, 32:9, and 16:10, keyboard and mouse with direct mouse look and rebindable keys, an adjustable field of view, achievements with an on-screen notification, and player-made HD texture packs (none included). Settings live in a launcher with presets and in an in-game menu (F1), in English or Russian. Multiplayer doesn’t work: its modes stay on the menu. Version 0.9.8 (October 12) added temporal upscaling with DLSS, FSR 3.1, or XeSS, plus two of the developers’ cheats, god mode and give all. 11 of its 18 commits list Claude as a co-author.
You needYour own copy of The Darkness for Xbox 360, the USA/Europe disc (En, Fr, De, Es, It; Title ID 545407EE), as an ISO image or extracted. The launcher checks that your default.xex carries the same code; other releases with the same code work too, but one with a title update doesn’t yet. Plus 64-bit Windows 10 or 11, a CPU with AVX2, a Direct3D 12 graphics card, the Visual C++ 2015–2022 Redistributable (x64), and about 8 GB of free space if you use a disc image.
Wet (Supermedo)
Supermedo/wet-recomp
An unofficial Windows port of the Xbox 360 version, built with ReXGlue, with its own launcher that installs the game from your ISO, saves your rebound controls, and downloads updates from GitHub. It has keyboard and mouse (WASD, mouse look, left click to shoot and right click for the sword), Quality (2x render scale, FXAA, and 16x filtering) and Ultra (3x at 1080p) graphics presets, true 2560×1080 and 3440×1440 ultrawide, a language picker, and Direct3D 12 or Vulkan rendering, the latter for Linux and Wine. On Linux you have to build it yourself. Version 0.6.0 (October 5) fixed the crash in the movie-theater cutscene after the pagoda chase; earlier versions fixed the crashes when loading the last checkpoint or dying. One of its commits lists Cursor as a co-author.
You needA Wet Xbox 360 ISO dumped from your own disc. Plus 64-bit Windows 10 or 11; on x64 Linux you have to build it and use Vulkan.
Forza Motorsport 3
0herculabs/hl360-forza3
A work-in-progress static recompilation of Forza Motorsport 3: Ultimate Collection (Xbox 360) for Windows: the PowerPC code is translated to C++ with the ReXGlue SDK and a runtime provides the console services (graphics, audio, input, profiles, file system, and downloadable content). It only supports the US edition of the Ultimate Collection (title ID 4D53084D, default.xex 0.0.0.8). A launcher of its own, based on the one from the Forza Motorsport 2 recompilation and in English and Spanish, imports both discs (it extracts about 7 GB from the first and the eight car and track packages from the second) and checks the files by SHA-256; it manages local profiles with separate saves, offers windowed or fullscreen mode, 16:9 output at 720p, 1440p, or 4K, 1× to 4× internal resolution, anisotropic filtering, FXAA, and bilinear, AMD CAS, or FSR scaling, Xbox-compatible controllers and remappable keyboard controls, and precompiles shaders. It also installs Project Forza Plus 3, a mod with 18 content packages, and lets you set its career mode, harder AI, and field of view. It renders with Direct3D 12. Menus, videos, Free Play, and races run at 60 fps; the full career mode and local multiplayer still need testing, and Xbox Live isn’t available. Version 0.1.3 (October 17) makes all of Project Forza Plus 3’s cars show up. Two of its 12 commits list Claude as a co-author.
You needYour own US copy of Forza Motorsport 3: Ultimate Collection for Xbox 360, with both discs as disc images (.iso): the Play Disc (disc 1) and the Content Install Disc (disc 2). Other regions, editions, or revisions aren’t supported. Optionally, the Project Forza Plus 3 .zip files. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and room for about 7 GB of game data.
Dead Rising 2: Case Zero
wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp
Native port of the Xbox 360 (XBLA) exclusive prologue to Dead Rising 2 for Windows, Linux, Steam Deck, and Apple Silicon Macs. The game’s code, 57,822 PowerPC functions, was translated ahead of time with XenonRecomp and XenosRecomp, and runs on a purpose-built engine with a Vulkan renderer, real XMA audio, and keyboard and mouse with key icons in the on-screen prompts; any controller SDL recognizes also works, with vibration. Its author calls it finished with version 1.1.3 (October 14): it’s playable from start to finish, solo or in two-player online co-op, a mode the Xbox build carried in its code but never showed, which works through the XenonLive launcher. It raises the level cap from 5 to 50 with all fifteen skills, surfaces the game’s hidden 60 fps mode, and revives the PC options menu the game shipped dormant, with resolutions up to 5K, shadow quality, and, since 1.1.3, longer draw distance for zombies, buildings, and shadows. It adds 21:9 ultrawide, 2x MSAA, an adjustable field of view, and, optionally, the developers’ debug menu. The Mac build is an early one. The author has stopped development and leaves the code and documentation for anyone who wants to carry it on. Nearly all of its commits (1,709 of 1,738) list Claude as a co-author.
You needYour own copy of Dead Rising 2: Case Zero: the Xbox 360 XBLA package (about 825 MB, no file extension, under Content/0000000000000000/58410A8D/000D0000/). Neither the repository nor the downloads include any game data. Plus a Vulkan 1.3 graphics card, about 2 GB of free space, and x86-64 Windows 10 or later, x86-64 Linux with glibc 2.35 or newer, a Steam Deck, or an Apple Silicon Mac on macOS 13 or later. Online play needs the XenonLive launcher.
Sonic Free Riders
YuutaTsubasa/Free-Riders-Recompiled
Static recompilation of the Xbox 360 version for Windows, Linux, and Android: the PowerPC code is translated to C++ and runs on a native runtime that stands in for the console’s kernel, graphics, and audio. The original game was Kinect-only; this version adds controller support and, on Windows, webcam motion controls too. Work in progress: it boots, the menus work, and races can be played, but much of it is untested.
You needYour own copy of Sonic Free Riders (US or European Xbox 360 disc). The launcher installs the data from your disc image.
Dead Rising 2: Case West
wivi514/Dead_Rising_2_Case_West_Xenon_Recomp
Native port of the Xbox 360 (XBLA) exclusive epilogue to Dead Rising 2 for Windows, Linux, Steam Deck, and Apple Silicon Macs. The game’s code was translated ahead of time with XenonRecomp and XenosRecomp, and runs on a purpose-built engine with a Vulkan renderer, real XMA audio, and native keyboard and mouse support. Its author calls it finished with version 1.1.2: the campaign is playable from start to finish, and two-player online co-op works through the XenonLive launcher. Active development has stopped, but the author invites others to carry it on with forks and pull requests. 88 of its last 100 commits list Claude as a co-author.
You needYour own copy of Dead Rising 2: Case West (the Xbox 360 game package). Neither the repository nor the downloads include any game data.
Earthworm Jim HD
TekRantGaming/earthworm-jim-hd-recompiled
A native Windows and Linux port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK and the TRG launcher. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x filtering, a 30 to 240 fps or uncapped frame-rate cap at normal game speed, controller or keyboard with remappable controls, achievements with pop-ups, six languages, cheats for the platform levels, and automatic updates. On Linux and the Steam Deck it runs as an AppImage with Vulkan. Its author states it was developed with the help of AI tools.
You needYour own Earthworm Jim HD Xbox Live Arcade package (Title ID 584109E2, default.xex 1.0.0.11, no title update). Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan.
Army of Two (nikolaygorb)
nikolaygorb/ArmyOfTwoRecomp
A static recompilation of the Xbox 360 version to x86-64 Windows and Linux, with the ReXGlue SDK: the PowerPC code in default.xex becomes native C++, and file I/O, GPU, audio, and threading go through the ReXGlue runtime, with Direct3D 12 or Vulkan. Its releases claim full compatibility on Windows 11 and Ubuntu 26.04. It adds direct mouse look on foot, with sensitivity scaled to the zoom, and carries three Xenia Canary community patches as hooks: a frame rate unlock (60 by default, 30, or uncapped), the black shading fix, which disables MSAA, and 16x anisotropic filtering. The game can be set to English, Japanese, German, French, Spanish, or Italian. Its author presents it as a home-made demo of the SDK’s use. Version 1.3 (October 18) improved the graphics and fixed Vulkan rendering.
You needYour own copy of Army of Two for Xbox 360 (Title ID 4541084C, Media ID 7E3E9BEA, module hash AA1EA03FEC9A549C), dumped with ABGX360 or extracted from the ISO with extract-xiso. Plus 64-bit Windows or Linux and a Direct3D 12 or Vulkan graphics card.
Fight Night Champion
whompay/FNCReborn
FNC Reborn: an unofficial native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. No executable is distributed: an installer downloads the tools (about 2.5 GB) and builds the game on your PC from your disc, in 15 to 60 minutes. Menus, Fight Now, Legacy and Champion modes, Create a Fighter, and saving work, with sound. It runs at 60 fps by default (30, 120, or 144 with one setting), adds a DISPLAY tab to the game’s Settings screen for frame rate, VSync, resolution scale (720p or 1440p), anti-aliasing, and fullscreen, and a camera behind your boxer toggled with Back. Through SDK changes it fixes bugs that made fighters vanish, kept saves from being found, or turned knockdowns and replays black. Minor issues remain: fighters can vanish for a moment after skipping a cinematic, some menu text flickers, and the short cutscene after a fight shows nothing. 1.0 came out on October 7.
You needYour own Fight Night Champion Xbox 360 disc, of the release the port was made with (USA/Europe, 1.0), as an ISO or a folder with default.xex and databigs; the installer warns you if your default.xex differs. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 25 GB of free space; building it by hand needs 16 GB of RAM.
Crackdown (saulob)
saulob/crackdown-xbox360-recompiled
A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, with the TRG launcher and experimental Linux and Steam Deck support as a Vulkan AppImage. It offers up to 4x resolution, internal render scaling, aspect ratios from 4:3 to 32:9 that show more of the scene at the sides, 30 to 240 fps or uncapped without changing game speed, keyboard and mouse with mouse aiming, offline achievements with their original icons, seven optional cheats, and ten languages. It fixes the crash that could happen when loading a saved game. It only accepts the original disc without title updates. Its author states that AI tools were used and that every change was reviewed.
You needYour own Crackdown Xbox 360 disc (2007), the original release without a title update (Title ID 4D5307DC), as an image or extracted. Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux (glibc 2.31 or newer) with Vulkan.
Naruto Shippuden: Ultimate Ninja Storm Generations
Masterllgod/naruto-storm-generations-port-nativo
A native port of Naruto Shippuden: Ultimate Ninja Storm Generations (Xbox 360) for Windows x64 and Android ARM64, made by static recompilation of default.xex, with a Vulkan backend adapted to phone GPUs. The project is closed source: the repository only holds documentation and screenshots, and the executables are in its releases. Version 0.3.5 (October 18, 2026) has an APK and a Windows zip; 0.4, marked as a pre-release, only the APK. It has fights at 30 fps, a 24 fps performance mode for phones, resolutions up to 4K on PC, FXAA, FSR 1, and CAS, editable on-screen controls on Android, and windowed or fullscreen, keyboard, and controllers on PC. All 6 of the repository’s commits list Claude as a co-author.
You needYour own copy of the North American (NTSC-U) disc of Naruto Shippuden: Ultimate Ninja Storm Generations for Xbox 360, with a default.xex identical to version 0.0.0.5 (title ID 4E4D0842; the README gives the SHA-1); the PAL version doesn’t work. 64-bit Windows 10 with an x86-64 CPU with AVX and a Vulkan 1.1 GPU, or Android 11 or later on ARM64.
GoldenEye 007 XBLA (GoldenEye Metal)
ysrdevs/goldeneye-metal
GoldenEye Metal: a native Apple silicon Mac port of the canceled GoldenEye 007 remaster for Xbox 360 (XBLA). The game’s code is recompiled ahead of time for ARM64, and a compatibility runtime provides the Xbox 360 APIs; graphics skip Vulkan and MoltenVK entirely: the Xenos shaders are translated and drawn directly with Metal. It’s built on a fork of ReXGlue and on the game integration code of GoldenEye-Recomp, SunJaycy’s Windows port also in the catalog, and adds the Metal renderer, a macOS launcher that imports your files once, save management, a safe mode after a crash, and diagnostic export. The campaign and two- to four-player local split-screen are playable, with keyboard and mouse or modern controllers with remapping, and you can switch between the original and remastered graphics mid-game. It renders internally at 1280×720 and scales to the window with MetalFX or filters; on an M3 Ultra it averaged 59.85 fps in Dam. It has a testing page with 14 cheats and level unlocks. Version 0.5.1 came out on October 9. Code for Windows and Linux exists, but the project’s changes aren’t verified there.
You needYour own GoldenEye 007 XBLA files for Xbox 360: the backup ZIP, the Xbox Live STFS package inside it, or a folder with default.xex, files/, music.xwb, and sfx.xwb; the launcher checks it’s the supported revision. Plus an Apple silicon Mac with macOS 14 or later.
Splatterhouse
0c0de/splatterhouse-decomp
“Splatterhouse Recompiled”: a native Windows port of the 2010 Xbox 360 version, by static recompilation with the ReXGlue SDK. Despite the repository’s “decomp” name, it isn’t a decompilation: the original XEX is translated into about 208 C++ files that are compiled for your PC. The author calls it playable end to end, with the full campaign and DLC. You just drag your ISO onto the installer, which extracts it and decrypts the executable. It runs at 60 fps with the Xenia Canary community’s patch, scales the image with FSR, CAS, or FXAA, renders natively at 21:9 and 32:9, shows the text in other languages (voices stay in English), and unlocks every chapter. The port’s options are on a separate screen (F5), labeled in Spanish for now. DLC (Survival Arenas, masks) installs itself when dropped into a dlc folder. The first visit to an area can stutter if the shader cache is incomplete, and combat is heavier on AMD and Intel cards, so the installer picks 720p for them. Version 0.3 (October 20) improved performance and added ultrawide.
You needYour own copy of Splatterhouse for Xbox 360 as an ISO (title ID 4E4D07F0). Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 and Rasterizer-Ordered Views (NVIDIA GTX 900 or later, AMD RX 400 or later, Intel Arc), and an Xbox-compatible controller.
WWE 2K14 (wwe2k14-recomp)
PromethenDev/wwe2k14-recomp
An unofficial static recompilation of the Xbox 360 version for 64-bit Windows and Linux, built with the ReXGlue SDK by the author of the WWE '13 port. A launcher finds or extracts your files, installs the title update and DLC, and checks every file before you play. Some shadow and lighting differences from the console remain, frame rates can dip on some systems, and integrated graphics aren’t well supported yet. All 2 of its commits list Claude as a co-author.
You needThe files from your own copy of WWE 2K14 for Xbox 360 (folder or ISO) and title update 1.0.3, which is required; DLC is optional. Plus 64-bit Windows 10 or 11 or Linux (glibc 2.38 or newer), an AVX2 CPU, a dedicated Vulkan graphics card, and about 10 GB of free space.
Asura's Wrath
PauloUbirajara/asuras-wrath-recomp
A static recompilation of the Xbox 360 version (title 43430817): the PowerPC code in default.xex is translated to C++23 on the ReXGlue SDK, with builds for Windows and Linux; the same repository also has an experimental Android build. The game is read from an “extracted” folder next to the executable, and command-line options pick Vulkan or Direct3D 12, the resolution, and the GPU. Its author warns that performance isn’t good yet: there’s stutter while textures and shaders compile, and NVIDIA cards need the slower FSI render path to avoid a red overlay on the picture. DLC doesn’t work yet. The latest desktop release is 0.3.1 (September 5), marked as a pre-release; the later ones are Android-only.
You needYour own Asura's Wrath ISO for Xbox 360, extracted with extract-xiso into the “extracted” folder next to the executable (or another one set with --game_data_root). Plus x86-64 Windows or Linux; building it takes CMake 3.25 or later, Clang, and Ninja.
Super Street Fighter II Turbo HD Remix
saulob/ssf2t-hd-remix-recompiled
A native Windows port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental Linux AppImage. It runs at its original 60 updates per second, with up to 4x resolution, aspect ratios from 4:3 to 32:9, anti-aliasing and filtering, local saves, the 12 achievements kept on the PC, five languages, Xbox controllers with no setup, and keyboard play. There’s no online play. Its author states that AI tools were used and that every change was reviewed.
You needYour own Super Street Fighter II Turbo HD Remix Xbox Live Arcade package (Title ID 584108A4, version 0.0.1.3). Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux with Vulkan.
FIFA 09
ChunchunQ/fifa09-recomp
FIFA 09 PC: a native Windows port of FIFA 09 (Xbox 360), with the game’s code translated to native code with the ReXGlue SDK, a modern launcher, and the online modes back, on NOBK.Online’s free servers (ranked 1v1 with MMR, leagues, and monthly champions, plus in-game friends with F1). It offers 720p or 1080p with AMD FSR or native 2K and 4K, a frame rate limit, controller or keyboard and mouse, Xbox 360-style achievement pop-ups, and a launcher with file verification, “Add to Steam” (Steam Deck too), and self-update, in English and Turkish. 1.4.0 is from October 23, 2026. Known issues remain, such as Team Play with 3 or more players sometimes not starting. The code written for the port (hooks, launcher, SDK patches, and tools) is MIT; the game and the code generated from it aren’t included. 5 of its last 8 commits list Claude as a co-author.
You needThe folder from your own copy of FIFA 09 for Xbox 360 (default.xex, data0.big to data6.big, audiodata, and data), with title ID 4541085B and the exact default.xex whose SHA-256 the README gives; other regions or title updates crash. 64-bit Windows 10 or 11, a DirectX 12 graphics card, and a controller or keyboard and mouse. For online play, a free NOBK.Online account.
Lost Odyssey (FaliGame)
faligame/lost-odyssey-hd-remaster
Lost Odyssey HD Remaster: a static recompilation of the Xbox 360 version for Windows, built on the ReXGlue SDK, with a fork of its Xenos GPU plugin and with boma’s Xenia Canary patches turned into options you can switch while playing. The recompiled code isn’t published: it’s generated on your machine from your own disc. An installer styled like the game’s menus checks all four discs and copies them into the game folder (about 17 GB), and afterwards it changes discs by itself. It offers 720p to 4K and two 21:9 modes, with the interface always at the screen’s resolution, DLSS and FSR 3.1 on Direct3D 12 and Vulkan, 60 fps, every shader prepared before you play, the fonts redrawn at four times their resolution, save anywhere, turbo up to 8x, optional random encounters, six languages, keyboard and mouse, and PlayStation button prompts, all in new tabs of the game’s own Configuration menu. It fixes the known crashes in the prison cell, the cutscene after the first boss, and the frozen train, though nobody had played it from start to finish. Version 0.2.0 (October 13) added experience and gold multipliers, an attack ring that comes out perfect on its own, and winning a battle with one button. On October 18 its authors cancelled it and archived the repository, pointing to freefrank’s port, which is also in the catalog. The installer can also download, from archive.org and optionally, an encrypted HD texture pack of about 28 GB that only opens with your discs. 19 of its 27 commits list Claude as a co-author.
You needYour own copy of Lost Odyssey for Xbox 360, the multi-language “USA, Europe” release (title 4D5307FA), with all four discs (disc 1 is required) as extracted folders, .iso images, or Games on Demand packages; the installer checks them against their hashes, and the Asian release isn’t supported. Plus 64-bit Windows 10 or 11, a Direct3D 12 or Vulkan graphics card (DLSS on RTX only), 16 GB of RAM recommended, and about 17 GB free for the discs, plus about 28 GB if you want the HD pack. It was only tested on one PC, with a Core i9-10850K and an RTX 3080.
2014 FIFA World Cup Brazil
HossEz/fifa-world-cup-2014-recompiled
A static recompilation of the Xbox 360 version for Windows, built with ReXGlue: the game’s code is translated ahead of time into C++ and compiled for PC, with no CPU emulation. A launcher asks for your copy of the game, either the folder with default.xex or the .iso image, and checks that it is the right one. Its settings cover window, resolution, frame rate, and an FPS counter, and you play with a controller (Xbox, PlayStation, and others) or the keyboard. It comes as an installer or as a portable version that keeps everything, saves included, in its own folder, and the launcher announces new versions and installs them. The latest, 0.1.8 (October 22), improved frame pacing with G-SYNC and FreeSync, fixed stutter on 60 Hz screens, and cut CPU load considerably. As a known issue, at 4K the pre-match scenes, replays, and celebrations drop frames. 10 of its 60 commits list Claude as a co-author.
You needYour own copy of 2014 FIFA World Cup Brazil for Xbox 360, as a disc image (.iso) or a folder with default.xex. Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 and up-to-date drivers (the game is harder on the graphics card than on the processor: integrated graphics run it poorly and 1440p or 4K needs a strong card), and a processor with SSE4.2.
Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst
Masterllgod/naruto-storm-3-full-burst-port-nativo
A native port of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst (Xbox 360) for Windows x64 and Android ARM64, made by static recompilation of default.xex, with a Vulkan backend adapted to phone GPUs. The project is closed source: the repository only holds documentation and screenshots, and the executables are in its releases. There’s a Windows zip in 0.3 and in 0.3.2 (the latter a pre-release); 0.4 (October 18, 2026, a pre-release) only has the Android APK. It has fights at 30 fps with the Full Burst content, a 24 fps performance mode for phones, resolutions up to 4K on PC, FXAA, FSR 1, and CAS, and editable on-screen controls on Android. The repository’s 6 recent commits list Claude as a co-author.
You needYour own copy of the North American (NTSC-U) disc of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst for Xbox 360, with a default.xex identical to version 0.0.0.9 (title ID 4E4D085C; the README gives the SHA-1). 64-bit Windows 10 with an x86-64 CPU with AVX and a Vulkan 1.1 GPU, or Android 11 or later on ARM64.
Skate 2 (christianortel)
christianortel/skate2-recompile-pc
A community Windows port of the Xbox 360 version, built with ReXGlue 0.10.0 and its own patches to the SDK: the PowerPC executable is translated to C++ and compiled as native code, and the Xenos graphics are turned into Direct3D 12 by the GPU plugin ReXGlue took from Xenia. The earlier Skate-2-Team recompilation served as an analysis reference, without carrying over its runtime code. It’s released as a prebuilt package: a script copies and checks your files once, and a launcher starts the game with the default profile, 2x internal resolution and an unlocked frame rate, with 1x and (experimental) 4x profiles and 60–240 fps caps. Free Skate, the campaign, replays, saves, controllers (USB DualSense directly), and audio output selection work. It has been tested on a single PC, with an hour of the campaign free of glitches, without finishing the game; there’s no ultrawide support. Version 0.1.1 (October 12) added an .exe launcher for shortcuts and Armoury Crate.
You needThe extracted files from your own copy of Skate 2 for Xbox 360 (title ID 4541087F, media ID 6ADB5821, executable 0.0.0.2): the folder with default.xex and data. default.xex must have the SHA-256 116ba3ee37fcf0d8db60b7d47c971fdb6d3eb2a7a4d3cfc3611a06704a588ae5, and an ISO or compressed archive must be extracted first. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, Windows PowerShell 5.1 (included with Windows), the Visual C++ x64 runtime, and a controller.
Tekken 6 (mahmoud-mess)
mahmoud-mess/tekken6-recomp
A static recompilation of the Xbox 360 version for Windows, built with ReXGlue, and the base that Ekspym’s Tekken 6 Native Online, also in this catalog, builds on. Since 0.9.4 (October 16), the download includes a portable builder: you pick your ISO and the renderers you want, and it compiles the game on your PC with the tools it carries, with no compilers to install and no internet connection; it deletes the temporary files when it’s done. The default renderer is Direct3D 12 with ROV, the most compatible one; there are also two Vulkan ones, experimental and, according to the author, still very buggy. At startup you choose the internal 3D resolution, from 640×360 up to the original 1024×576, and by default a 1024×1024 surface the game draws off-screen is reduced to 512×512, which can soften shadows. The author says 0.9.4 allows a steady 60 fps on modest PCs with integrated graphics. F3 shows a frame counter.
You needYour own Tekken 6 ISO for Xbox 360, the Europe and USA release, revision 1; the builder checks its default.xex and refuses other versions. Plus 64-bit Windows, a Direct3D 12 graphics card (the Vulkan FSI build needs fragment shader interlock support), and about 20 GB of free space to build, down to about 8 GB afterwards.
Kameo: Elements of Power
MaxDeadBear/KameoRePowered
“Kameo: RePowered”: a static recompilation of the Xbox 360 version for Windows and Linux, on the ReXGlue SDK. The PowerPC default.xex is turned into x86-64 code at build time, and a small host runtime of its own adds logging, overlays, and hooks so the game can be modded like a PC port. It was written mostly by birabittoh, the author of the Goopie launcher, together with MaxDeadBear, whose account the repository later moved to. It has keyboard and mouse on by default with rebindable keys, seven languages, GPU selection, a per-channel volume mixer (F9), a separate build with the title update, and a script that extracts your DLC so the game detects it. The executables are in the repository’s releases and on Goopie. The latest stable one is 0.2.1 (June 23); 0.3.0 (October 19) and 0.3.1-beta.1 (October 20) are marked as pre-releases. Some of its commits list Copilot or Claude as co-authors.
You needYour own copy of Kameo: Elements of Power for Xbox 360 (title 4D5307D2), with the ISO extracted into the assets folder; the README uses the US release and doesn’t say whether other regions work. Optionally, the title update and your DLC packages. Plus x86-64 Windows or Linux; building it takes Clang, CMake, Ninja, and Python.
Crash of the Titans (MojoRecomp)
OAleex/MojoRecomp
MojoRecomp: a native Windows port of the Xbox 360 version, by static recompilation with XenonRecomp and its own runtime with a Vulkan renderer; it isn’t an emulator. A launcher installs and updates the runtime only when you ask it to, keeps earlier versions to roll back to, and sets the game up from your ISO, which is only read during setup. By default it stays close to the original, windowed at 720p, 16:9, and 30 fps with FXAA and 8x texture filtering, and it offers other resolutions and aspect ratios and a still-experimental mode above 30 fps. It supports two local players, on controllers or keyboard, the disc’s six languages, and, as an optional download, the author’s Brazilian Portuguese translation, applied as patches over your copy’s files. A debug mode has shortcuts to unlock moves and episodes. The same project is preparing Crash: Mind over Mutant, which isn’t playable yet. Launcher 1.1.0, with runtime 0.2.0-alpha (October 6), fixed black screens, shadows, and textures. Its author states that AI tools were used for research, repetitive implementation work, debugging, and documentation drafts, with human review.
You needAn ISO of your own Crash of the Titans copy for Xbox 360; the launcher checks its default.xex. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, and the Microsoft Edge WebView2 Runtime. A controller is recommended, but the keyboard works.
50 Cent: Blood on the Sand
nlwstein/skullburglar
Skullburglar: a native port for Windows, Apple Silicon Macs, Linux, and the Steam Deck, by static recompilation with the ReXGlue SDK. The story is playable from start to finish on all of them: a 36-minute run through all nine missions held a median of 60 fps in every mission. Instead of emulating the GPU, a native renderer draws the game’s Direct3D calls with Vulkan, much faster than Xenia. It adds proper keyboard and mouse, PlayStation controller prompts, shader precompilation, ultrawide, and co-op without Xbox Live: over a LAN and, experimentally, split-screen or two windows on one PC. Ready-to-play builds come from its website, with a launcher that sets the game up from your disc. Its author describes it as an AI-generated project, directed and play-tested by a human.
You needYour own 50 Cent: Blood on the Sand Xbox 360 disc. There are builds for Windows, Apple Silicon Macs, Linux, and the Steam Deck.
Crackdown (Unowa001)
Unowa001/crackdown-recomp
Crackdown Recomp: an unofficial native Windows port of Crackdown for Xbox 360, by static recompilation with the ReXGlue SDK. It runs at 60 fps by default and comes with a launcher that installs the game from your own disc dump, checks your files, and updates itself. Two-player co-op over System Link and an Archipelago randomizer are available as experimental features. It’s in beta. 70 of its 81 commits list Claude as a co-author.
You needYour own dump of the Crackdown Xbox 360 disc: the recompiled code is generated on your PC from your default.xex. Neither the repository nor the downloads include any game data.
GoldenEye 007 XBLA (CaiusCodes)
CaiusCodes/GoldenEye-007-XBLA-PC-Recomp
A native Windows port of the unreleased Xbox Live Arcade remaster of GoldenEye 007, by static recompilation with ReXGlue. It continues SunJaycy’s GoldenEye Recomp, also in the catalog and not updated since June, adding community fixes (from mrfox-1 and BeanTools Community Edition) and its own. A single portable program checks your XBLA package the first time, imports the game data from it, and from then on starts the game directly. It runs at a steady 60 fps, the game’s own rate, windowed from 1024×768 to 3840×2160 or fullscreen, with a 1x–3x render scale, 16:9 and 21:9, a field of view up to 30° wider, and a key to switch between the original and enhanced graphics. It has keyboard and mouse with rebindable controls, Xbox controllers, an in-game options menu, and LAN multiplayer, also online through virtual LAN services such as Radmin VPN, ZeroTier, Tailscale, or Hamachi. Among other things it fixes music bugs, doors and areas in the Frigate and Bunker multiplayer maps, and shotgun shots in multiplayer, and it uses Vulkan on AMD cards because Direct3D 12 crashes on them. Setup can optionally unlock 100% completion. 0.9.6a (October 21) made the render scale actually work and fixed a frozen or black screen. 39 of its 47 commits list Claude as a co-author.
You needYour own GoldenEye 007 Xbox Live Arcade package for Xbox 360 (Title ID 584108A9), with the exact executable it was recompiled from: setup rejects other builds. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.
Naughty Bear
MaxDeadBear/NaughtyBear_ReStuff
Native PC recompilation of Naughty Bear (Xbox 360). It runs and is playable; the launcher is still incomplete.
You needYour own copy of Naughty Bear (Xbox 360).
Perfect Dark Zero
nikolaygorb/PerfectDarkZeroRecomp
A static recompilation of the European Xbox 360 release on the ReXGlue SDK: the PowerPC code is translated to C++ and compiled, with no emulator. According to its author, it’s fully playable on Windows, with video, audio, achievements, and saves, and since 1.2 there’s a Linux build too. It includes xenia-canary’s 60 fps patch (on by default) and 16:9 patch, keyboard and mouse, Direct3D 12 or Vulkan, a third-person camera (V key), a choice among the languages your copy includes, local player profiles with their own saves and achievements (F9), and a settings overlay (F4). The latest release is 1.6 (October 17).
You needThe files from your own European (PAL) copy of Perfect Dark Zero for Xbox 360 (title 4D5307D3, Media ID 750FF1D9, XEX CRC 375EC9BB), extracted from the disc or ISO with ABGX360 or extract-xiso. Plus Windows (tested on Windows 11) or Linux (tested on Ubuntu 26.04); building it takes CMake 3.25 or later, Ninja, and Clang/LLVM.
Geometry Wars: Retro Evolved 2 (saulob)
saulob/geometry-wars-retro-evolved-2-recompiled
A native Windows port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental Linux and Steam Deck AppImage. Unlike geow2, also in the catalog, which rewrites the game through reverse engineering, this runs the original code, recompiled. It goes from 30 to 240 fps or uncapped: above 60 the game still updates 60 times per second and the frames in between are interpolated, with about 17 ms of visual delay. It offers up to 4x resolution (5120×2880), a 50–100% internal render resolution, a graphics card choice on Windows, FXAA, 2x or 4x MSAA, up to 16x texture filtering, native aspect ratios from 4:3 to 32:9, and original, reduced, or no bloom. Profile, scores, leaderboards, and the 12 achievements are kept on the PC, with no Xbox Live, and it adds three cheats, optional controller rumble (a port addition), keyboard remapping, and launcher updates from GitHub. There’s no online play. Linux has only been tested on one real machine, and the 0.4.0 speed fix hasn’t been confirmed there. 0.5.0 came out on October 21. Its author states that AI tools were used and that the maintainer directed, tested, and reviewed the changes.
You needYour own Geometry Wars: Retro Evolved 2 Xbox Live Arcade package (Title ID 584108FF, version 0.0.1.2; default.xex with SHA-1 048B852E52A8C776C7AE752141591701B7EA5E69); other versions are rejected. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan (experimental).
Lollipop Chainsaw
MaxDeadBear/Re-Cherry
Native PC recompilation of Lollipop Chainsaw (Xbox 360). Playable but still in development, with some screen tearing left to fix.
You needYour own copy of Lollipop Chainsaw (Xbox 360).
Rayman 3 HD
MysteriousAeon/rayman3-hd-recompiled
A native Windows port of Rayman 3 HD (Xbox 360), with the game’s code statically recompiled and no emulator. An installer (or a portable ZIP) validates your game package and sets it up. It offers Vanilla, HD+ (optional visual corrections and a new closing animation for the combo meter), and Custom profiles, the five languages of the original game (English, French, Spanish, Italian, and German), an optional Turkish translation, a keyboard with two layouts, a controller with button mapping, DualSense lightbar and adaptive triggers, achievements, Discord Rich Presence, and support for texture, text, font, and subtitle mods. French text, subtitles, and some cinematics have been verified; voice coverage throughout the campaign has not been checked. Version 1.0.3 (October 29) includes the installer, the portable edition, the Turkish translation, and the LGPL source code.
You needYour own Rayman 3 HD package for Xbox 360: the Xbox Live Arcade release (title ID 5841123F), without a title update, copied from your console’s storage (folder Content\0000000000000000\5841123F\000D0000\). Plus 64-bit Windows 10 or 11, the Microsoft Visual C++ Redistributable 2015–2022 (x64), a graphics card with Direct3D 12, and about 2.3 GB free.
Hard Corps: Uprising
saulob/hard-corps-uprising-recompiled
A native Windows port of the Contra spin-off for Xbox Live Arcade, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental native Linux and Steam Deck AppImage with Vulkan. 0.6.0 added native aspect ratios from 4:3 to 32:9, which show more of the scene at the sides instead of stretching the picture, a 50–100% internal render resolution, and a graphics card choice on Windows; it also has 1x–4x resolution, FXAA, 2x or 4x MSAA, and up to 16x texture filtering. The launcher installs the Harley Daniels, Sayuri, and Leviathan DLC characters from your own packages and offers an intro skip and seven cheats, which can also be changed in game with F10. The 12 achievements and the leaderboards work offline with your own scores, and two players can play with two Xbox controllers; there’s no online play. Linux is still experimental: 0.6.1 (October 16) made the AppImage start where it can’t be mounted with FUSE, not yet confirmed on SteamOS. Its author states that AI tools were used and that the maintainer directed, tested, and reviewed the changes.
You needYour own Hard Corps: Uprising Xbox Live Arcade package (Title ID 58410A18, version 0.0.0.3; default.xex with SHA-256 530EDE8ED5271051A2AB19C077A97FB167E4F30B094C292E8F59D37D0D2069DC); other versions are rejected. Optional DLC characters also from your own packages. Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux with Vulkan and glibc 2.31 or newer.
NHL Legacy Edition
puckhead73/nhl-legacy-recomp
A static recompilation of the Xbox 360 version into a native Windows executable, on the ReXGlue SDK and its Vulkan renderer, with patches of its own for this game. The installer checks your dump, extracts the disc, lays down the prebuilt binaries, and unpacks the game’s .big archives into loose folders so they can be inspected and replaced. It adds AMD FidelityFX (FSR upscaling and CAS sharpening), up to 2x supersampling, a color-grading pass (exposure, contrast, saturation, white balance, and tone mapping), shadow quality controls, an engine constants editor, and an overlay with settings, a performance HUD, and display options. VP6 movies are decoded by a bundled ffmpeg, because the recompiled decoder showed them corrupted; that fix is by alex-mcfadden. On Linux and Steam Deck it runs through Proton 11. The latest release is 0.6.0 (July 22). 138 of its 143 commits list Claude as a co-author.
You needYour own NHL Legacy Edition dump for Xbox 360, as an .iso or an extracted folder with its default.xex. The port is built from one specific unmodified image, and the installer checks default.xex by its hash: a different region, a modified dump, or one with the title update won’t pass. Plus 64-bit Windows 10 or 11 (or Linux and Steam Deck through Proton 11), a Vulkan graphics card, a CPU with AVX2, the x64 Visual C++ Redistributable, and about 10 GB of free space.
Skate 2 (Skate-2-Team)
Skate-2-Team/sk82-recomp
Recompilation of Skate 2 aimed at a PC port, at an early stage and with no release. Unlike the Skate 3 one, it uses XenonRecomp.
You needYour own copy of Skate 2 (Xbox 360).
Forza Motorsport 2 (ReGPU)
zer0ducksgiven/Forza-Motorsport-2-ReGPU
Forza Motorsport 2 ReGPU: a native Windows port of the Xbox 360 version. The CPU is statically recompiled: the whole PowerPC executable (51,034 functions) is converted with XenonRecomp into 64-bit C++ running on the project’s own implementation of the Xbox 360 kernel and XAM, with no interpreter or JIT. The GPU is replaced by a native Direct3D 12 renderer instead of Xenos emulation: shader microcode is translated to HLSL, render state to D3D12 pipelines, EDRAM resolves to GPU copies, and tiled textures are decoded natively. A Windows installer builds the game files from your disc and applies the title update, and there is a Linux build, with diagnostics for the Steam Deck. Version 0.5.8 (October 24) makes the launcher warn about reduced performance when the graphics card can’t share memory directly with the game, and 0.5.7 brought back the cars’ shadows. 80 of its last 100 commits list Claude as a co-author.
You needYour own .iso of the European Forza Motorsport 2 disc and the title update file (named like TU_16L61VA_…); optionally a folder with your downloadable content packages. Plus Windows with Direct3D 12 (the installer bundles its own Python and downloads the .NET 10 Desktop runtime if missing) or Linux.
Wet (nikolaygorb)
nikolaygorb/WetRecomp
A static recompilation of the Xbox 360 version to x86-64 Windows and Linux, with the ReXGlue SDK and Direct3D 12 or Vulkan. Its author calls it fully playable: video, audio, gameplay, achievements, and progression all work. It carries the Xenia Canary community patches as hooks in the recompiled code: 60 fps, on by default, and options to turn off motion blur, depth of field, camera shake, and the film effect. By default it renders at twice the resolution with FSR, FXAA, and 2x MSAA, and it can match the video mode to your monitor’s refresh rate. It has keyboard and mouse and, since 1.4 (October 20), direct mouse look for the third-person camera. The game can be set to English, German, French, Spanish, or Italian. Settings live in TOML files or the SDK’s in-game menu. There are prebuilt releases for Windows and Linux, tested on Windows 11 and Ubuntu 26.04.
You needYour own copy of Wet for Xbox 360 (Title ID 425307DB, disc XA-2498, Media ID 3077A693, module hash 9A084828F85F951B), extracted from the ISO with extract-xiso. Plus 64-bit Windows or Linux and a Direct3D 12 or Vulkan graphics card.
Diablo III: Reaper of Souls – Ultimate Evil Edition
Boron853/Souls-of-the-Reaper
Souls of the Reaper: a static recompilation for Windows of Diablo III: Reaper of Souls – Ultimate Evil Edition for Xbox 360, on the ReXGlue SDK. The installer asks for your disc image and extracts the game data once, about 7.4 GB; the game’s language is your disc’s. It has two render paths: ROV, the faithful one, at 60 fps, and RTV, the fast one, at up to 240 fps, with 120, 144, and 240 fps options in the launcher. It supports keyboard, keyboard and mouse, and up to four controllers at once for local co-op, with in-game key rebinding (F4). Its author calls it playable and stable. Beta 1.3 (July 25) replaced the zip with a standard installer and added local co-op. The code was published in a single commit, and the repository description says it was made using AI.
You needYour own disc image of Diablo III: Reaper of Souls – Ultimate Evil Edition for Xbox 360; the author has tested the US and Spanish discs. Plus 64-bit Windows 10 or 11 and about 7.4 GB of free space for the game data.
Naruto: The Broken Bond (jorjbarbosa)
jorjbarbosa/broken-bond-recomp
An unofficial native port of Naruto: The Broken Bond (Xbox 360, 2008) for Windows. The game’s PowerPC code is statically recompiled with the ReXGlue SDK and the graphics run on a custom Direct3D 12 renderer, with the shaders translated when the port is built; it is not an emulator. It offers internal resolution from 1× to 4×, up to 16× anisotropic filtering, FXAA, FidelityFX CAS or FSR, MSAA, frame rates above the game’s own (the frames between its logic steps are interpolated), and a launcher with keyboard and mouse mapping. According to the README it has been played on Windows 11 through the menus, the start of Story Mode with its first fights and cutscenes, Fight Mode, and the open world, with English and Japanese voices, at 30 and 60 frames per second; Xbox Live, most of the story, other graphics cards, and other executable revisions have not been tested. The only published release is 0.1.0-beta (October 20), with an installer and a portable package. The README states that AI tools are used to assist development.
You needThe files from your own Xbox 360 copy of the game, in the supported revision: title ID 55530825, media ID 09FFE047, executable version 0.0.0.3, and a default.xex with SHA-256 8f70e79443e36b38e44b6a105dad51fb8909fb615d982753cabaac9b15f0d576. The port refuses any other revision. Plus 64-bit Windows and a graphics card that supports Direct3D 12.
WWE '12
iMrBurn/wwe12-pc
A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native Vulkan renderer adapted from nefariousjosiah’s SmackDown vs. Raw ports, which in turn build on re:Blue. In beta 0.8.0, menus, matches with 1 to 6 wrestlers, and entrances render natively at 60 fps, with entrances at 30 like the console or at 60 in an experimental mode. It has a launcher with settings, controls, mods, backups, and import of your Xbox 360 saves; 540p to 4K internal resolution; DLC; all five languages of the European release; Xbox and PlayStation controllers; and a mods folder that replaces game files. Some graphics glitches remain on certain Intel and AMD cards. 100 of its last 100 commits list Claude as a co-author.
You needAn image (.iso) or the files of your own WWE '12 copy for Xbox 360; optional DLC also from your console. Plus 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.2.
Tony Hawk's Project 8
theokyr/Project8Recomp
Project8Recomp: a static recompilation of the Xbox 360 version on the ReXGlue SDK, with builds for x86-64 Linux, Apple silicon macOS, and Windows, all using Vulkan. The launcher reads your disc image directly, checks by the default.xex hash that it’s the supported release before copying anything, copies the game data, and from then on starts the game straight away; saves, settings, and logs stay in the same folder. It has options for window size, monitor, fullscreen, and frame rate cap, and the launcher is fully usable with a controller. Linux is the main platform and is tested, Steam Deck included; on macOS it works but is slow in heavy scenes, and the Windows build is experimental: it’s cross-compiled from Linux and only tested under Proton. Leave the frame rate cap on, as it is by default: without it, in-level cutscenes run three to five times too fast. Version 0.3.0 (August 24) moved to ReXGlue 0.10 and improved Steam Deck performance. Three of its 33 commits, including the first release’s, list Claude as a co-author.
You needA disc image (.iso or .img) of your own copy of Tony Hawk's Project 8 for Xbox 360, the World 1.0 release (USA and Europe, title 415607DD, Media ID 2CB96AE4); the launcher refuses the others, such as the Japanese one. Plus a Vulkan graphics card and about 5 GB of free space, on x86-64 Linux, Apple silicon macOS, or x86-64 Windows.
Mortal Kombat vs. DC Universe
KawaiiBunga/MKVDCU-Recomp
Unofficial PC port of the Xbox 360 version, made by static recompilation with ReXGlue. The launcher asks for your game folder, downloads the build tools once, and generates the executable on your PC. Tested on a single machine: it boots, plays full Arcade matches with controller and sound, and holds 60 fps on a GTX 1650 SUPER; the other modes still need testing. It comes with a settings menu, a performance overlay, and a mod loader.
You needYour own copy of the Xbox 360 retail release, with its default.xex (identified by its SHA-256). For now there’s only a Windows build.
Naruto: The Broken Bond (Auremana666)
Auremana666/Naruto-The-Broken-Bond-PC-Port
An unofficial PC port of Naruto: The Broken Bond (Xbox 360), made by statically recompiling the original game with the ReXGlue SDK and adding a full PC options menu. Version 2 is built on jorjbarbosa’s recomp: its recompilation, audio fixes, and native Direct3D 12 renderer are his work, and this port adds its own features, such as the options menu, key and controller remapping, field of view, ultrawide view, mouse camera, and, in 2.5, weather, a free camera, Hokage skins, and Steam Deck fixes. Version 2.5 (October 26) runs on the Steam Deck through Proton. 40 of its 87 commits list Claude as a co-author, and the README credits Claude with the code of the PC features and of the version 1 recompilation.
You needYour own copy of Naruto: The Broken Bond for Xbox 360 as an ISO image, placed in the assets folder or next to the executable. Windows; on the Steam Deck, through Proton.
Spider-Man: Web of Shadows
toowasmir/WebOfShadowsRecomp
An unofficial native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK: it translates the more than 18,600 functions in default.xex to C++ and compiles them for CPUs with AVX2 and FMA3. According to its author it’s playable: it boots, plays the videos, and lets you swing across all of Manhattan, fight, switch suits, and save and load. It renders with Direct3D 12 and adds FSR upscaling with RCAS or CAS sharpening, a mode toggled with F4 that presents frames at twice the cadence (60 or 120 Hz) to smooth pacing, hardware occlusion culling, and texture cache profiles for 4, 6, or 8 GB cards. Controller and keyboard and mouse work at the same time, with mouse camera and rebindable keys. The launcher, in English and Turkish, has three graphics presets, extracts and verifies your ISO, backs up your saves, and builds a bug report from the logs. The repository holds the compiled executables and the hook code, but not the project files to build it. 2.0.4 (October 21) fixed the character freezing when Shift, Ctrl, or Alt was held while moving, and a crash when using the mouse.
You needAn ISO or the extracted files of your own Spider-Man: Web of Shadows copy for Xbox 360 (Title ID 41560815). Plus 64-bit Windows 10 (1909 or later) or 11, a CPU with AVX2 and FMA3 (Intel Haswell, AMD Excavator or Ryzen, or newer), a Direct3D 12 graphics card with Rasterizer Ordered Views (ROV), 8 GB of RAM, and about 8 GB of free space.
Dragon Age: Origins
96dot/Dragon-Age-Origins-Recomp
A static recompilation of the Xbox 360 version into a native x86-64 Windows program, with a Direct3D 12 renderer based on Xenia’s. The download is an installer with nothing from the game: it checks your ISO, downloads the tools, translates the game’s code to C++ on your machine, and builds it (30–60 minutes the first time); afterwards it works as a launcher for settings, mods, and updates. It renders at up to 4K or more, with temporal upscaling and anti-aliasing through FSR 4, FSR 3.1, XeSS, or DLSS 4.5 (experimental), FSR 3.1 frame generation, HDR, and optional motion blur; it runs at 60 fps (the original is locked to 30) or, experimentally, up to 240 or uncapped, with low latency through Anti-Lag 2 or Reflex and an adjustable field of view. It adds a Graphics tab in the game’s own options, a photo mode, a cheats menu that runs the debug scripts BioWare left in the game, an on-screen keyboard for the controller, SDL3 controllers (DualSense included), mods with a converter for PC-version mods, save backups, the DLC (Awakening included) from your own packages, and the text in English, Italian, or Spanish. As an experiment, on AMD RDNA 4 cards it can apply DLSS 5’s neural rendering as ported by lmxxf, with the network’s weights downloaded separately. On Linux it runs through Wine or Proton, still untested. The latest release is 0.9.0 (October 14), with later development builds. 153 of its 158 commits list Claude as a co-author.
You needYour own ISO of Dragon Age: Origins for Xbox 360 (title 454108C0), the English, Italian, and Spanish edition (media 186A1115), which is also disc 1 of its Ultimate Edition; the French and German editions aren’t supported. For Awakening and other DLC, Title Update 6 or 7 and the DLC packages from your console. Plus Windows 10 or 11 (or Linux with Wine or Proton) on an x86-64 PC with an AVX CPU and a Direct3D 12 graphics card, and about 25 GB of free space.
Dragon Ball: Raging Blast 2
WistfulHopes/RB2
Early recompilation of the Dragon Ball fighting game.
You needYour own copy of Dragon Ball: Raging Blast 2 (Xbox 360).
Guitar Hero: Warriors of Rock
ronniecloud/re-wor
re-wor: a static recompilation of the Xbox 360 version (title 41560883) for Windows, on the ReXGlue SDK and based on re-gh2, YoshiCrystal9’s Guitar Hero II recomp. It detects XInput guitars and controllers automatically, decodes the original XMA2 audio in 6 channels through SDL, toggles fullscreen with F11, and shows your activity on Discord; the release also comes with a launcher built with Tauri. Its author presents it as a test version: audio can lag slightly behind the notes, rendering is locked to the original 720p, and it may crash on song or scene changes. The latest release is 1.1.0 (March 3).
You needYour own copy of Guitar Hero: Warriors of Rock for Xbox 360, with the ISO extracted into the assets folder (default.xex and the data folder). Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card; building it takes Clang 20 or later, CMake 3.25 or later, Ninja, and the ReXGlue SDK.
Rockstar Games presents Table Tennis
davidptrssvea/Table-Tennis-Rockstar-PC
A recompilation of the Xbox 360 version for 64-bit Windows, with ReXGlue SDK 0.10.0 and DirectX 12. A graphical installer checks your ISO, downloads what it needs (a portable Python, the Visual Studio Build Tools if missing, and the SDK), and builds the game on your PC: the downloads contain neither the game executable nor generated code. It adds up to 4K output with a higher internal resolution, 60, 120, 144, or 240 fps targets or uncapped, FXAA, FSR, and CAS, a settings launcher, a frame counter, and SDL3 controller support. It removes Xbox Live from the main menu, keeping Tournament, Exhibition, Training Mode, and Extras. Saving and loading progress hasn’t been fully revalidated yet.
You needYour own unmodified US or European Xbox 360 Table Tennis ISO (Title ID 545407DF), which the game keeps reading during play. Plus 64-bit Windows 10 or 11, an AVX2 CPU, a DirectX 12 graphics card, an internet connection for the first setup, and several GB of free space.
WWE All Stars
shaneomac1337/WWE-AllStars-Recomp
An unofficial Windows version of the Xbox 360 game, recompiled with ReXGlue, with a native Vulkan renderer that draws the game’s Direct3D 9 calls instead of emulating the GPU. Tested and playable: 1v1 Exhibition, Path of Champions, Fantasy Warfare, Create a Superstar, four local players, DLC wrestlers, and online Player Match, against a server that stands in for Xbox Live and THQ’s servers. It adds supersampling, up to 2160p, in-game settings, enhanced vibration, 60 fps entrances, an unlock-everything option that leaves your save alone, experimental 120 fps matches, and a mod manager. On the Steam Deck it runs through Proton at 60 fps. Its author states it was made with Claude Code.
You needYour own WWE All Stars Xbox 360 disc image, US/Europe release, and its Title Update 2, dumped from your console; DLC is optional. Plus 64-bit Windows 10 or 11, a Vulkan graphics card, and about 8 GB of free space.
Infinite Undiscovery
doc-haz/infinite-undiscovery-recomp
A static recompilation of the Xbox 360 version into a native Windows x64 executable, on ReXGlue 0.10.0. A built-in wizard imports your discs (ISO or extracted folders), identifies the edition and disc from their contents, and rejects modified, mixed, or foreign dumps. It supports the US, European, Japanese, and Asian editions, plus a “USA-UNDUB” one with Japanese voices, each in its own profile with its own saves, shaders, and settings inside a portable folder. The in-game switch from disc 1 to disc 2 works, and the A Voucher and B Voucher DLC can be installed. F5 opens a menu with session info and recovery tools (save anywhere, step forward, undo the move). The wizard and menus are in English and Spanish, and the same author has a separate save editor, IU Save Bridge. 1.0.0-rc1 (October 7) is a release candidate: nobody has finished a full playthrough yet, and there’s a known softlock at Vesplume Tower (Orb of Patience). On October 20 the author froze development: they don’t consider it abandoned, but no fixes or new releases are planned.
You needYour own copy of Infinite Undiscovery for Xbox 360, US, European, Japanese, or Asian, as an ISO or extracted folders with each disc’s default.xex, ud1.bin, and ud2.bin. Disc 1 is required and disc 2 can be added later, though it’s needed to finish the game; the DLC is optional. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and the x64 Visual C++ Redistributable 2015–2022, which isn’t bundled.
Perfect Dark (Xbox 360)
nikolaygorb/PerfectDarkRemasterRecomp
A static recompilation of Perfect Dark for Xbox 360, the 2010 remaster 4J Studios made for Xbox Live Arcade from Rare’s N64 game, on the ReXGlue SDK, with builds for Windows and Linux. Its functions carry the names from the N64 decompilation, since 4J’s code shares the same base, and a third-person camera is built on top of it (V key, single player only) with Joanna’s animated body, her gun, the reload animation, and wall collision. It fixes a hang when restarting missions, can skip the Xbox LIVE prompt at startup, and lets you choose among six languages and between Direct3D 12 and Vulkan, and it applies xenia-canary’s texture noise fix. Multiplayer and co-op don’t work yet. Version 1.4 (October 20) added PC-style mouse controls, with the mouse buttons on the triggers, and graphics improvements.
You needThe files from your own copy of Perfect Dark for Xbox 360 (title 584109C2), with default.xex and the DataFiles folder; the README explains how to get them from the Xbox One disc ISO with XBLA-Extract (or tools such as xplorer360 or extract-xiso). Plus Windows or Linux (tested on Windows 11 and Ubuntu 26.04); building it takes CMake 3.25 or later, Ninja, Clang/LLVM, and the Windows and Vulkan SDKs.
Destroy All Humans! Path of the Furon
masterspike52/reDAHM
“reDAHM”: a recompilation of the Xbox 360 version with the ReXGlue SDK, by the author of reNut (Banjo-Kazooie: Nuts & Bolts). Graphics still go through ReXGlue’s Xenos GPU emulation. On top of the now-native code, the author has added 60 fps (the original is capped at 30), the DLC costumes, a fix for the loading screen that got stuck, and overlays for fps (F1), logging (F2), and the engine’s debug commands (F5). On launch, a window asks for the folder with the files extracted from your ISO. There’s a Windows build, and the July release (“jank but works”) also brought a Linux AppImage. The latest, “new” (August 24), dropped its own audio workaround because ReXGlue fixed the sound.
You needThe files extracted from your own Destroy All Humans! Path of the Furon ISO for Xbox 360, including default.xex. The current README doesn’t name a region; until June it asked for the US release. For the Linux AppImage: glibc 2.35 or later, an x86-64-v2 CPU (SSE4.2 and POPCNT), a Vulkan graphics card, and PulseAudio, PipeWire, or ALSA. Windows requirements aren’t listed.
Halo 3 (beta cache)
twist84/halo3_cache_release_recomp
Recompilation of the Halo 3 beta cache (2007): partial, not the full game. A more up-to-date “debug” variant exists.
You needThe halo3_cache_release.xex file from the Halo 3 beta build (March 2007).
Call of Duty 3 (Project 1944)
zenit2893-cmyk/project-1944
Project 1944: an unofficial Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, which produces an executable plus 15 DLLs holding the campaign levels; since 2.0 the multiplayer, a separate program on the console, is recompiled too. The launcher accepts your ISO, an extracted folder, or a Games on Demand package, checks your copy, and in about a minute takes only the game’s code from it, since levels, sound, and movies are read straight from the image. It has keyboard and mouse with raw input, on-screen key prompts and automatic switching to a controller, Impulse Triggers on Xbox Series controllers, 720p, 1080p, or 1440p output with 1x–3x render scale, 60 and 120 Hz modes, FSR, CAS, and FXAA, in-game graphics settings, and its own Russian, Ukrainian, and Belarusian translation. Multiplayer supports matches of up to 24 players over LAN or the internet, with a built-in server list, direct connections between players, a dedicated server, and a permanent project server; Xbox Live leaderboards are empty. The whole campaign hasn’t been verified, and grass is drawn with a workaround. GenryTheFox helped with the port and tested it. Version 2.0 came out on September 30.
You needYour own US or European copy of Call of Duty 3 for Xbox 360 (title ID 415607E1, media ID 2E07093A; default.xex SHA-256 2944EEC7D1231AD6798B5F9F8ADF8855F5E489296B22EAB45B27A577CEE23692), as an ISO, an extracted folder, or a Games on Demand package; a Russian edition works too. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 1 GB of free space beyond the download, and, for internet play, UDP port 30700, opened automatically through UPnP.
Crackdown 2
matty45/Crackdown2-Recomp
Static recompilation of Crackdown 2 (Xbox 360) at an early stage: it gets in-game, but isn’t playable yet.
You needYour own copy of Crackdown 2 (Xbox 360).
WWE SmackDown vs. Raw 2010
nefariousjosiah/WWE-SVR2010-RECOMP
A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native renderer adapted from re:Blue’s, which instead of emulating the console’s GPU watches the game’s Direct3D library and draws the same scenes with Direct3D 12 or Vulkan; on Linux and Steam Deck it runs through Proton. It keeps the game’s own 60 fps mode in matches too, where the console dropped to 30, with 480p to 8K resolution and the edge blur and background blur off by default, though both can be turned back on. Matches load in about 15 seconds and there are no first-time stutters. You can pick the text language among English, Spanish, French, German, and Italian (commentary is English only), use your own songs as entrance music, as the console did with songs from its hard drive, and load your own DLC. It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers; keyboard controls are untested. It updates from inside the game when you choose to, backing up your saves first. Road to WrestleMania with a created superstar can crash after the second match. 2.0 came out on October 21. The download includes, inside the executable, the game’s shaders already converted for PC.
You needA .iso image of your own WWE SmackDown vs. Raw 2010 disc for Xbox 360, US or European release (Title ID 54510844, Media ID 518DE415, about 7.3 GB); optional DLC also from your console. Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card, or Linux or Steam Deck with Proton Experimental.
Crash: Mind over Mutant
Maxilure/MindOver-Recomp
“Mind over Recomp”: an unofficial Linux and Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. The project replaces the parts that still pretend to be an Xbox with its own code, one by one: profiles and saves are already its own, and it has its own Vulkan renderer, which F9 swaps with the emulated picture. It runs at 60 fps at the original game speed (120, 144, and uncapped are experimental), at 720p to 4K, and expands co-op from two to four players, with every outfit for everyone and a camera that keeps them all in view (experimental). It has unlimited, named saves as .sav files, keyboard and mouse with rebindable keys and on-screen key prompts, any controller SDL recognizes, and an options screen in the game’s own style. It’s in alpha: it boots and plays, but hasn’t been played through to the end yet. The launcher downloads about 550 MB of tools and builds the game on your machine from your ISO. The only release, 0.1.0-alpha, came out on October 7; development has continued in the repository since. Its author states it was developed with extensive help from Claude, which wrote most of the code and documentation, and all 88 of its commits list Claude as co-author.
You needYour own US copy of Crash: Mind over Mutant for Xbox 360, dumped to an .iso. Plus 64-bit Windows 10 or 11 (on an NTFS drive, not a OneDrive folder) or x86-64 Linux with glibc 2.39 or later (Ubuntu 24.04, Fedora 40, Mint 22, Arch, or newer), a Vulkan graphics card (only NVIDIA tested so far), 16 GB of RAM recommended, about 25 GB of free space, and an internet connection for the first setup.
Guitar Hero II (YoshiCrystal9)
YoshiCrystal9/re-gh2
re-gh2: a static recompilation of the Xbox 360 version, built with the ReXGlue SDK, for Windows and Linux. Its author presents it as a proof of concept: it depends on a still-in-development ReXGlue version that may break it in the future, performance isn’t great, and it’s prone to crashes. It reaches gameplay, as a test video shows, and a patch by ihatecompvir lets it load loose files from the game folder instead of the ones in the ARK archive. There are no releases: you have to build it. re-wor, the Guitar Hero: Warriors of Rock recomp, is based on it. The latest commit is from February 22.
You needYour own copy of Guitar Hero II for Xbox 360, with the ISO extracted into the assets folder. To build it, Windows or Linux with the ReXGlue SDK, CMake, and Ninja.
Crackdown (SkiddyToast)
SkiddyToast/Crackdown
Recompilation of the original Crackdown (2007, no title updates: TU0). Unfinished: its author warns you should expect issues.
You needYour own copy of Crackdown (Xbox 360, 2007).
Soulcalibur IV
FluffyQuack/rexglue-SoulCaliburIV
A static recompilation of the Xbox 360 version with the ReXGlue SDK: the repository is a copy of the SDK itself with the game’s project in its sciv folder. Its author says the game seems fully playable, with some minor graphical issues. It turns on readback of render-to-texture results by default so the bloom isn’t blown out. A sciv.ini file lets you skip the five boot logos and play on the keyboard, with rebindable keys and a second player on the numpad, and by default it keeps everything in the game folder as a portable install. F12 saves a PNG screenshot. Version 0.9.1 (July 7), the only release, added DLC support and keyboard controls, fixed a crash at boot, and was built for older CPUs (x86-64-v2).
You needYour own copy of Soulcalibur IV for Xbox 360, with its files in the folder it runs from; the author notes it’s meant to be used with “SCIV Patch #2”.
WWE SmackDown vs. Raw 2008
nefariousjosiah/WWE-SVR2008-RECOMP
A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native renderer adapted from re:Blue’s, which instead of emulating the console’s GPU watches the game’s Direct3D library and draws the same scenes with Direct3D 12 or Vulkan; on Linux and Steam Deck it runs through Proton. It’s by the same author as the SmackDown vs. Raw 2010 port and shares its performance work. It keeps the game’s own 60 fps mode in matches too, where the console dropped to 30, with 480p to 8K resolution, the edge blur and background blur off by default, though both can be turned back on, and no first-time stutters. The disc has the text in English, Spanish, German, and Italian, but the game only ever showed English: the port lets you pick any of them (commentary is English only). It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers; keyboard controls are untested. It updates from inside the game when you choose to, backing up your saves first. 1.0.9 (October 20) fixed created superstars’ photos and names, and 2.0 came out on October 21. The download includes, inside the executable, the game’s shaders already converted for PC.
You needA .iso image of your own WWE SmackDown vs. Raw 2008 disc for Xbox 360, US or European release (Title ID 5451080B, Media ID 5E35F037, about 7.8 GB). Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card, or Linux or Steam Deck with Proton Experimental.
WWE SmackDown vs. Raw 2009
nefariousjosiah/WWE-SVR2009-RECOMP
A native Windows port of the Xbox 360 version, built with ReXGlue, which translates the game’s executable to C++ and reads its data straight from your disc image. Instead of emulating the console’s GPU, a renderer adapted from re:Blue’s (Blue Dragon) draws the same scenes through Direct3D 12 or Vulkan, with the shaders converted ahead of time. Everything runs at 60 fps, matches and Road to WrestleMania cutscenes included, using the game’s own 60 fps mode, which the console dropped to 30 for matches; resolution goes from 480p to 8K. Matches load in about 20 seconds instead of nearly a minute; text and menus can be set to English, Spanish, French, German, or Italian (commentary stays in English); it supports your own MP3 entrance music and the DLC packages from your console, and it updates from inside the game. It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers, with local multiplayer, and on Linux and the Steam Deck through Proton (720p at 60 fps on the Deck). Its author leaves the roster and gameplay unchanged. 1.0 came out on October 19 and 2.0 on October 21, with two blur options (edge and background) that are off by default. The download’s executable includes the game’s shaders, converted for PC.
You needYour own disc image (.iso, about 7.3 GB) of WWE SmackDown vs. Raw 2009 for Xbox 360, US/Europe release (title 54510826, media 7AFA4596); DLC, if you want it, copied from your own console. Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card; on Linux and the Steam Deck, Proton Experimental.
NBA Jam: On Fire Edition
GTTeancum/OpenJam
OpenJam: a native Windows port of the Xbox Live Arcade release, by static recompilation with the ReXGlue SDK. It runs as the full version rather than the trial and is playable, with its 12 achievements. Its mod manager unpacks your copy on first run and then installs the PS3 scene’s mods, published as .pkg packages: it converts their textures to the format this version reads and keeps the 2013 roster update they bundle. All three that exist, johnz1’s 1990s, 2020s, and Legends editions, play, each with its own folder and saves. The main menu loses its Xbox Live entries and the JAMnet panel becomes the mod list, which you switch between from inside the game. It opens in a 1280×720 window. The author sees this PC version as a reference for a future original Xbox port. 1.0 came out on September 26. Of its 29 commits, 28 list Claude as co-author.
You needYour own Xbox Live Arcade copy of NBA Jam: On Fire Edition: the roughly 850 MB container file the console keeps on its hard drive (title ID 584111EC). Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 1 GB of free space plus about 700 MB per mod, and a controller; the menus also take the keyboard.
X-Men: Destiny
florinp93/xmd-recompiled
“XMD Recompiled”: a native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. According to its first alpha, the game is playable from start to finish. An installer asks for your ISO, extracts it, and creates a shortcut to a launcher with settings for resolution scale (over the original 1280×720), MSAA, FXAA, anisotropic filtering, vsync, and fullscreen, plus advanced options; the launcher checks GitHub for updates and installs them. It supports keyboard and mouse plus DualSense, DualShock, and Xbox controllers through SDL3, and writes a crash dump if the game closes. It’s still in alpha: button icon texture replacement is disabled and some visual effects may render wrong. 0.1.0-alpha.2 fixed a crash when continuing or starting a new game, and the latest, 0.1.0-alpha.3, came out on August 31. Its author states that AI was used for documentation, research, and commit messages, and that the code and decisions are their own; two of its commits list Devin as co-author.
You needYour own copy of X-Men: Destiny for Xbox 360 as an ISO. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card.
Project Gotham Racing 4 (MTR-PGR4)
MissingThePixel/MTR-PGR4
MTR-PGR4 (MissingTheRecompilation): a Windows recompilation of the Xbox 360 version, built with ReXGlue. It started from beatrixzy’s PGR4-Recomp, also in the catalog, keeping its initial configuration and recorded function addresses, and is maintained separately with its own game and runtime fixes and its own launcher. The launcher sets 720p or 1440p, 30 or 60 fps, fullscreen, and motion blur independently; the 60 fps and motion blur edits follow Xenia Canary’s patches for this game. It fixes menu music and sound mixing, the sky and crowd, the Lotus that froze the game on loading, garage walking, and many stutters, and it also recompiles the garage’s Geometry Wars, which opens from the launcher or the game itself and returns to PGR4 on exit. At high revs the engine sound and vibration can drop out, small hitches remain on some tracks, some shadows have minor glitches, and liveries don’t always match their menu previews. It uses ReXGlue’s Xenia-derived renderer with changes, so it’s likely to inherit Xenia’s graphics bugs. 0.1.1 (October 8) replaced the PowerShell game launcher with a native C# one.
You needThe complete extracted files of your own Project Gotham Racing 4 copy for Xbox 360: the folder with default.xex, Game, and UI, plus gw.xex and the gw folder for Geometry Wars. Plus 64-bit Windows, a Direct3D 12 graphics card, and .NET Framework 4.8. A controller is recommended, especially for walking around the garage.
WWE 2K14 (WWE2K14-PC)
itsbybanshee/wwe2k14-pc
A PC recompilation of WWE 2K14 (Xbox 360) with a launcher that adds modern graphics options, mods, custom logos, your own music, and more. It offers resolutions from 720p to 4K, AMD FSR, NVIDIA FXAA 3.11 anti-aliasing, entrances and victory scenes at 60 fps, keyboard play with a layout in the style of current WWE 2K games, a button mapper with export and import of control schemes, mouse support in menus, five languages (English, French, German, Italian, and Spanish), achievements with notifications, DLC and mods (wrestlers, arenas, menus, videos, and sounds, each with its own switch), one-click installs of total conversions such as “Wrestling Legends,” custom music (MP3, WAV, FLAC, OGG), and custom logos, including import from a PS3 save. It runs straight from the .iso or from an extracted folder. Version 1.1.0 came out on October 18 and 1.0.0 on the 16th. Online features are not available; known issue: Bobby Heenan renders completely white. It uses the ReXGlue SDK, with its own patches.
You needYour own copy of WWE 2K14 for Xbox 360, as a disc image (.iso) or an extracted game folder (a PS3 ISO doesn’t work). Plus 64-bit Windows 10 or 11, a Vulkan graphics card with an up-to-date driver, a controller or keyboard, and the Microsoft Edge WebView2 Runtime.
Naruto: Rise of a Ninja (Port Nativo)
Masterllgod/naruto-rise-of-a-ninja-port-nativo
A static recompilation of the Xbox 360 version in which the executable (default.xex) and the AI2C.dll library are translated from PowerPC to x86-64 for Windows (and to ARM64 for Android, which isn’t covered by this catalog). It is not an Xbox 360 emulator. It offers six resolutions (360p to 4K), FXAA and FXAA+ anti-aliasing, AMD FSR 1.0 and CAS scaling, a PC version with windowed or fullscreen mode, keyboard and Xbox or PlayStation controllers, and a performance overlay. Fights run at 60 fps; version 0.4 (October 20), the first PC build since 0.1, added a “story mode” option at 60 fps, which measured about 47 fps in a heavy village scene on the author’s PC. 60 fps hasn’t been tested in cutscenes, menus, or the seals minigame. The repository holds only documentation and screenshots: the source code isn’t published, and the downloads are binaries. All 4 of its commits list Claude as a co-author.
You needYour own copy of Naruto: Rise of a Ninja for Xbox 360, from the North American disc (NTSC-U, title ID 555307E5), extracted to a folder: default.xex (SHA-1 3174cb24c35a66019f38e5378a4da298ac1ebf31) and AI2C.dll (SHA-1 c412aaf5873f77394ab1e246189f43df423a9e6b) must be identical, along with naruto.bf and the other files. Plus 64-bit Windows 10 or 11, an x86-64 processor with AVX, and a Vulkan 1.1 graphics card.
Enchanted Arms
IAndrewJJ/EnchantedArmsRecomp
EnchantedArmsPC is a fan-made PC version of the Xbox 360 RPG Enchanted Arms, built from your own copy of the game with the ReXGlue SDK. A Windows launcher asks for your ISO, builds the game on your PC, and lets you adjust settings and check for updates. It offers 30 or 60 frames per second, resolution, sharpening, and edge-smoothing settings, controller or keyboard and mouse with customizable buttons and camera, screenshots, an FPS counter, and optional cheats on Windows (health, ability energy, money, upgrades, and experience). There is also a Linux preview as an AppImage. The latest Windows release, 0.5.8, is from October 23.
You needYour own Enchanted Arms ISO for Xbox 360, of the USA or European release. Windows 10 or 11 and around 20 GB free beyond the ISO; the first setup needs an internet connection and takes several minutes.
Stuntman: Ignition
giangra/stuntdouble-reignition
Stunt Double: Reignition: a Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. It’s in early development: menus, career, and events play, but with bugs. An installer checks your ISO, extracts it, installs what’s missing (the Visual Studio Build Tools and a portable Git), downloads the source and the SDK, and builds the game on your PC; the first time takes 30 to 60 minutes and about 12 GB. The launcher sets resolution, supersampling, CAS and FSR filters, language, and 30 or 60 fps, and shows achievements and saves. On ultrawide screens the picture is letterboxed or stretched. All 8 of its commits list Claude as a co-author.
You needYour own Stuntman: Ignition Xbox 360 ISO. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 12 GB of free space.
Hydro Thunder Hurricane
monscriser/HydroThunderPORT
An unofficial experimental port of Hydro Thunder Hurricane (Xbox 360) for Windows and Linux. The game is statically recompiled with ReXGlue and drawn by a Vulkan graphics backend, with Xbox 360 compatibility work informed by Xenia. It includes a configuration launcher (resolution, FSR 1 and experimental FSR 3.1 scaling, FXAA, frame-rate limit, save backup, Steam shortcut), remappable controller and keyboard controls, and persistent shader caches; on Windows it is a native executable and on Linux an AppImage. Local split screen is supported but still needs validation, and shader compilation can still stutter and some graphics issues remain, such as colored gate lights showing through scenery. Revision 9.1.0 (October 17) fixes a crash when leaving through the in-game menu and lighting showing through walls, and adds a controls tab.
You needYour own Hydro Thunder Hurricane files for Xbox 360 (game, DLC, and title update; the 0.0.2.1 title update configuration is supported), as extracted content or Xbox 360 content packages, chosen in the launcher. Windows (native executable) or Linux (AppImage), with a Vulkan-capable graphics card.
Skate
cookingwithsimon/Skate1Recompiled
An unofficial native Windows port of skate (EA Black Box, 2007) for Xbox 360, made by statically recompiling the console executable to C++ with ReXGlue, using the SDK fork from the Skate 3 recompilation and following the same approach as Skate2Port. According to the README, the intro videos, menus, audio, career start, and Freeskate work. Everything derived from the game (extracted files, decrypted image, generated C++) is produced locally and ignored by git. macOS support on Apple Silicon is theoretical and nobody has run it. Version 0.2.0 is from October 11. 12 of its 18 commits list Claude as a co-author.
You needYour own copy of skate for Xbox 360 as an ISO (for example, Skate. (USA).iso), extracted into the game folder. To build: Windows, Visual Studio 2022 Build Tools, LLVM/Clang 18 or newer, CMake 3.25 or newer, Ninja, and Python 3.
2010 FIFA World Cup South Africa
RamiChaaben8/Fifa_World_Cup_2010_PC_Port
An experimental, incomplete port of 2010 FIFA World Cup South Africa (Xbox 360) for Windows, based on the FIFA Street PC port and the ReXGlue SDK. The installer builds the port on your PC from your ISO and does not include the game; it leaves a folder with the game and a settings tool (Settings.exe) for the display and for choosing the executable. The README warns that some game paths may stop on missing recompiled functions or other compatibility issues. Version 0.6 (October 28) added resolution and upscaling options (profiles, internal resolution from 1× to 4×, FXAA, MSAA, and FSR), and fixes for team selection on the globe, the World Cup mode interface, and keyboard controls.
You needYour own ISO of 2010 FIFA World Cup South Africa for Xbox 360 (any region), extracted with extract-xiso; the installer asks for it and builds the port. 64-bit Windows with the Visual Studio C++ Build Tools (downloaded from Microsoft if missing) and several gigabytes free.
Halo 3 Mythic (OpenH3M)
GTTeancum/OpenH3M
OpenH3M: a native Windows static recompilation of the Halo 3 multiplayer disc bundled with Halo 3: ODST (Halo 3 Mythic), built with the ReXGlue SDK. In beta 0.8 the full menus with their 3D backgrounds, Custom Games, one-to-four-player local split screen, and Forge all work; Theater can be entered, but recording and saved-film playback aren’t fully validated, and System Link is untested. Matchmaking and Xbox Live aren’t supported and never will be. The game keeps its original 30 fps cap, shows the frame rate in the window title, and opens in a 1280×720 Direct3D 12 window. It supports Xbox controllers and, for player 1, the keyboard. Beta 0.8 came out on August 17.
You needThe files extracted from your own Halo 3: ODST Multiplayer Disc (Disc 2), in a game folder next to the executable, with default.xex and the maps folder. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and Xbox-compatible controllers, strongly recommended, especially for split screen.
Army of Two (Genesis5500)
Genesis5500/ArmyOfTwo-Recomp
An experimental native Windows port of the Xbox 360 version, by static recompilation with ReXGlue SDK 0.10.0 and Direct3D 12. The repository only holds the glue code; the changes the game needs live in a separate fork of the SDK. Its author warns that only the opening areas have been tested, that no full playthrough has been done, and that rendering and stability issues remain. It holds about 30 fps at resolution scale 1; at 2 the image gets sharper but the frame rate halves. It plays with an XInput controller or the keyboard. There’s a single release, 0.1.0 (September 10). Five of its seven commits list Claude as a co-author.
You needYour own copy of Army of Two for Xbox 360, dumped yourself: the extracted folder with AO2Game and default.xex, an XDVDFS ISO, or a GOD. Plus 64-bit Windows, a CPU with AVX, and a Direct3D 12 graphics card. The prebuilt release is Windows-only; Linux and macOS can be built with Vulkan, untested.
Midnight Club: Los Angeles (BeemerCodes)
BeemerCodes/MidnightclubLA-Recomp
An unofficial native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and DirectX 12, built on the infrastructure of the Dante’s Inferno recomp, Hells Gate. It comes with a launcher that extracts your ISO with extract-xiso, renders at up to 2K with FXAA, and creates shortcuts; it’s all portable, with no installer. Its author recommends capping the frame rate at 60 with an external tool to avoid instability. It states that the launcher, scripts, and much of the code were made with AI help, except for the reverse engineering, which was done by hand. The README is in Portuguese.
You needThe ISO of your own copy of Midnight Club: Los Angeles for Xbox 360, and Windows 10 or 11.
Spider-Man 3
b4ttycre4se/Spider-Man-3-Recomp
An unofficial recompilation of the Xbox 360 version, built with ReXGlue. v0.2.1 is an early test build for 64-bit Windows: in its author’s testing the city runs stably at 30 fps and saving and loading work, but the full campaign hasn’t been tested and later missions are unknown. There may be brief shader-compilation hitches and visible seams on some roads. A 60 fps mode is being investigated. Reproducing the published build needs a modified ReXGlue SDK that isn’t in the repository.
You needThe extracted files from your own copy of Spider-Man 3 for Xbox 360, with default.xex in the assets folder. Plus 64-bit Windows.
Sega Superstars Tennis
m1ndcrap/Sega-Superstars-Tennis-ReMatch
A native Windows and Linux port of the Xbox 360 version of Sega Superstars Tennis, recompiled with ReXGlue SDK 0.10.0. The game’s code runs as native x64 and the graphics use a custom renderer (Direct3D 12 and Vulkan) that translates the Xbox 360 shaders; it is not an emulator. It adds a video page to the settings and the pause menu (internal resolution up to 2160p, FXAA and MSAA, shadows, bloom, shader quality, a 30 or 60 frames-per-second limit), aspect ratios from 4:3 to 32:9 with the 3D view widened, keyboard and mouse with rebindable keys, Xbox, PlayStation, or keyboard button prompts, and a quit option on the main menu. Online play is shown greyed out. The latest release is 0.6.1 (October 24), with Windows and Linux packages. The author states that AI was used to understand the Mac port and the Xbox 360 shaders and to debug, and that most of the code was handwritten.
You needYour own copy of Sega Superstars Tennis for Xbox 360; to build, the README asks for the extracted game in the assets folder so that assets/default.xex exists. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, or 64-bit Linux with glibc 2.38 or newer and a Vulkan 1.3 driver.
NFL Head Coach 09
tools81/nfl-head-coach-09-static-recomp
A native Windows port of NFL Head Coach 09 (Xbox 360, title ID 45410841): the game’s PowerPC executable is statically recompiled to C++ with XenonRecomp and runs on a custom layer that replaces the Xbox kernel, XAM, graphics, audio, and input. The installer (HC09Setup.exe) checks the build tools, asks for your .iso disc image, downloads the source, imports the executable from your disc, recompiles it, and builds HC09.exe; the game reads its data straight from the image while you play. According to the README it boots, plays the intro, reaches the menus, and can be played: career mode, a game with play calling, and a 21-minute match without errors, at about 30–35 frames per second with a Direct3D 12 renderer. It also builds HC27.exe, the same game with today’s rosters (players, coaches, portraits, and logos) and seasons that start in 2026. Version 0.8.1 (October 28) is the latest. All 12 of its commits list Claude as a co-author.
You needYour own NFL Head Coach 09 disc for Xbox 360 as an .iso image (the installer checks that it is the right game). Windows with Visual Studio 2022 or later (Desktop development with C++, the C++ Clang compiler, and CMake tools) and Git for Windows; about 1 GB of downloads and 10 to 20 minutes of build time.
EXIT 1 y 2
FluffyQuack/ReXGlue-EXIT
A static recompilation of EXIT and EXIT 2 for Xbox 360 with the ReXGlue SDK. The repository is a fork of the ReXGlue SDK itself (its README is the SDK’s) that adds exit1/ and exit2/ folders, with each game’s manifest, configuration, and startup code, and exit_common/ with shared code. Each manifest starts from a default.xex in the corresponding game data folder. The only published release, 0.9.1 (July 7), ships EXIT1-Recomp.zip and EXIT2-Recomp.zip, along with the SDK packages, and is compiled for x86-64-v2 to support older CPUs.
NHL 2K8
anishchandra24/NHL2K8-Recompiled
An unofficial native Windows port of NHL 2K8 for Xbox 360, made with static recompilation via the ReXGlue SDK. The repository holds the fix list that lets the recompiler understand the game, a small launcher, and a patch that adds the in-game music (menu music has been reported silent in the Xenia emulator). The game itself is translated on your PC from your own copy. According to the README, boot, menus, quick games, Franchise mode, tournaments, saving, keyboard and controllers (several at once for local multiplayer), achievements, the 2K Beats soundtrack, and custom soundtracks through the User Playlists screen work. Online features do not work, and there is stutter in busy crowd scenes and the first time new screens are reached. Version 1.1.0 is from October 29. 30 of its 32 commits list Claude as a co-author.
You needYour own copy of NHL 2K8 for Xbox 360 (title ID 54540809, version 0.0.0.3), extracted so that default.xex and the other files sit in one folder; the supported default.xex is 9,383,936 bytes with SHA-256 BA4E63334FAF296019657C6E86BBD444CB05646E29FA6C7B72F4BF9709CE4225. 64-bit Windows 10 or 11 (only Windows 10 has been tested) with a Direct3D 12-capable graphics card, Visual Studio 2022, and Git (the installer can install them).
Pac-Man Championship Edition
jedeyesniv-art/Pacman-CE-PC-Recomp
A native Windows build of Pac-Man Championship Edition (Xbox Live Arcade, 2007), made by statically recompiling the game’s PowerPC code to x86-64 with the ReXGlue SDK, which builds on Xenia’s kernel, GPU, and audio emulation. It adds a bonus random-mazes mode for Championship Mode (activated with R3 on the title screen; scores aren’t recorded) and moves the picture up so the maze’s neon frame is complete, since the original cuts it off at the bottom. It uses about 7% CPU in gameplay, runs at 60 fps on a Steam Deck under Proton, renders at your screen’s resolution with Vulkan or Direct3D 12, supports Xbox controllers and keyboard, and backs up saves and records achievements locally. Version 1.0.0 is from October 21. 75 of its 77 commits list Claude as a co-author.
You needYour own copy of Pac-Man Championship Edition from Xbox Live Arcade, dumped from your Xbox 360: either the console’s package file (a file with a long hexadecimal name) or the unpacked files (default.xex, media, and data), placed in the game folder. Windows 10 or 11, or the Steam Deck with Proton.
Vigilante 8 Arcade
sp00nznet/vig8
A static recompilation to Windows of the Xbox Live Arcade game, which never had a PC release: the executable’s PowerPC code is translated to C++ with the ReXGlue SDK (through the author’s fork with a few fixes) and compiled on your machine. Single-player works: boot, menus, Quest mode, and full battles, with correct graphics, audio, and controller input; the keyboard acts as controller 1. It runs as the full version rather than the trial, and an option unlocks every vehicle. Split-screen for up to four players worked in the previous version, on ReXGlue 0.1, but hasn’t been retested, and LAN or internet play through xlive, a relay server by the same author, is written but untested in this version. Settings are in the SDK’s F4 menu, and on the test machine the window takes about 90 seconds to appear. 0.1.0 came out on October 21 with an installer that unpacks your package, installs the tools, and builds the game (20 to 40 minutes the first time). All 27 of its commits list Claude as a co-author.
You needYour own copy of Vigilante 8 Arcade (title ID 584108A8): the XBLA package copied off an Xbox 360 hard drive or USB stick, or an already extracted folder with default.xex. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 10 GB of free space; the installer installs Git, CMake, Ninja, LLVM, Python, and the Visual Studio Build Tools if they’re missing.
Madden NFL 08
anishchandra24/MaddenNFL08-Recompiled
A native Windows port of Madden NFL 08 for Xbox 360, made with static recompilation via the ReXGlue SDK. The repository holds what makes the SDK work with this game (the fix list that lets the recompiler understand it), a small launcher, and two patches to the SDK: one fixes a vector instruction in the code generator that corrupted video, player poses, the field, the crowd, and text, and the other ports fixes from Xenia Canary’s texture layout code, which fix jersey names and numbers and helmets. The game itself is translated on your PC from your own copy. According to the README, boot, intro videos, menus, Play Now games, Franchise and Superstar modes in short tests, replays, saving, music, keyboard, and an XInput controller work. Tiny flickering lines and stutter while shaders are built the first time remain. Version 0.1.0 (October 25) is a pre-release. All 6 of the repository’s commits list Claude as a co-author.
You needYour own copy of Madden NFL 08 for Xbox 360 (title ID 4541081D), extracted so that default.xex and the other files sit in one folder; the supported default.xex is 20,529,152 bytes with SHA-256 962EA344FB966E1BE1C94667D4213A309A69A821AE3BEC0CB2FCA4166ECC6627. 64-bit Windows 10 or 11 (only Windows 10 has been tested), a graphics card with Direct3D 12 rasterizer-ordered views, Visual Studio 2022 Community and Git (the installer can install them), and an internet connection for the first setup.
⑂ Fork of saulob/geometry-wars-retro-evolved-2-recompiled
Geometry Wars: Retro Evolved 2 (omenhachi)
omenhachi/geometry-wars-2-pc-plus
A PC variant of Geometry Wars: Retro Evolved 2 (Xbox Live Arcade) built on saulob’s recompiled port, with the game’s code recompiled with the ReXGlue SDK; it is not an emulator. It adds real mouse aim, an animated crosshair, keyboard and mouse prompts and a controls screen, online leaderboards with your own player name, a list of nearby players in place of Xbox Live friends, a choice of interface colors, a results screen after every run, replays of your runs and of the world’s best, custom modes defined in text files, the Master Deadline and Master Evolved modes, and every mode open from the start. From the original port it keeps frame rates up to 240 or unlimited, render resolution up to 4×, ultrawide support, FXAA and MSAA, achievements, and optional cheats. An experimental Linux build exists that for now is built from source. The latest release is 1.1.1 (October 28). 57 of its last 100 commits list Claude as a co-author.
You needYour own Geometry Wars: Retro Evolved 2 package from Xbox Live Arcade (game version 0.0.1.2), which the launcher installs with “Install from package...”; it is one file with a long hexadecimal name and no extension. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and the Microsoft Visual C++ Redistributable (x64).
South Park: Let's Go Tower Defense Play! (TekRantGaming)
TekRantGaming/south-park-tower-defense-recompiled
A static recompilation of the Xbox Live Arcade version for Windows and Linux, built with the ReXGlue SDK and the same author’s TRG launcher. It boots, plays its movies, and runs its levels, but a full play-through hasn’t been confirmed yet; Xbox LIVE online play doesn’t work, local play does. It fixes a crash shortly after the title screen that happened with a controller connected. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x filtering, the console’s 60 fps, controller or keyboard with remappable controls, all 12 achievements with pop-ups, and six languages. It reuses findings from the first port of this game, superheher’s Linux one. Its author states it was made almost entirely with Claude Code.
You needYour own South Park: Let's Go Tower Defense Play! Xbox Live Arcade package (Title ID 58410931, default.xex 0.0.1.2); other versions and title updates won’t work. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan, and 1 GB of free space.
South Park: Tenorman's Revenge
TekRantGaming/south-park-tenormans-revenge-recompiled
A static recompilation of the Xbox Live Arcade version for Windows and Linux, built with the ReXGlue SDK and with the TRG launcher its author shares across their ports. It boots and its levels play, though a full play-through hasn’t been confirmed yet; Xbox LIVE features don’t work. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x texture filtering, the console’s 60 fps with the same pacing, any controller or the keyboard with remappable controls, all 20 achievements with Xbox 360-style pop-ups, six languages, and automatic updates. On Linux and the Steam Deck it runs as an AppImage with Vulkan. Its author states it was made almost entirely with Claude Code.
You needYour own South Park: Tenorman's Revenge Xbox Live Arcade package (Title ID 58410B80, default.xex 0.0.0.1); other versions and title updates won’t work. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan, and 1 GB of free space.
3 on 3 NHL Arcade (startupandhold)
startupandhold/3on3ArcadeRecomp
A native Windows and Linux port of 3 on 3 NHL Arcade (Xbox Live Arcade, 2009), statically recompiled from the Xbox 360 executable with ReXGlue. It runs without an emulator, at higher resolutions and frame rates, with ultrawide support (in progress) and online play. It includes a launcher with display settings (16:9, 21:9, and 32:9 aspect ratios, a frame-rate cap from 60 to 240 or unlocked), graphics settings (internal resolution from 720p to 2160p, anisotropic filtering, native 2× MSAA), and game settings, and an online mode with a community server that relays traffic so no port forwarding is needed; up to three skaters and a goalie per team. The packages are portable and the latest release is 0.3.1 (October 28).
You needYour own copy of 3 on 3 NHL Arcade for Xbox 360: the STFS package (a file with a 40-character hexadecimal name, title ID 58410975) or the extracted files with default.xex, in the game folder. Windows 10 or 11 with a Direct3D 12 card, or a recent Linux (glibc 2.38) with a Vulkan driver; the CPU must support AVX2.
Test Drive Unlimited (TDURecomp)
testdriveupgrade/TDURecomp
Recompilation of Test Drive Unlimited (Xbox 360) with XenonRecomp, at a very early stage of development.
You needYour own copy of Test Drive Unlimited (Xbox 360).
The Simpsons Arcade Game
sp00nznet/simpsonsarcade
Static recompilation of the Xbox 360 (XBLA) version of The Simpsons Arcade Game into a native PC executable, using XenonRecomp and the ReXGlue SDK. It plays at full speed: menus, graphics (Xenos to Direct3D 12 or Vulkan), XMA2 audio, and keyboard and controller input. There are no prebuilt executables: the game code is generated on your PC from your copy and then compiled. It has a sibling project for the PS3 version. All 12 of its commits list Claude as a co-author.
You needYour own copy of the Xbox 360 version, with its default.xex extracted.
Banjo-Tooie (Xbox 360)
iron-jay/banjo_tooie_xbla_recomp
A native port of Banjo-Tooie that uses the Xbox 360 Xbox Live Arcade re-release as its source, made by statically recompiling its PowerPC code to C++ with the ReXGlue SDK. The result is a real Windows and Linux executable, with no emulator at runtime and no N64 ROM involved in the pipeline. According to the README it is playable end to end from boot: title screen, main menu, save select, the full intro cutscene, and free roaming, confirmed on Windows (with an NVIDIA GPU) and on a real Steam Deck, with controller, keyboard and mouse, and saving. It admits that the recompilation missed some of the game’s roughly 22,000 functions and that stability beyond the opening areas is lightly tested. It is distributed as a single launcher (Banjo-Tooie.exe on Windows, Banjo-Tooie on Linux) that extracts the data from your package; version 0.1.1 is from August 12. One of its 5 commits lists Claude as a co-author.
You needYour own Banjo-Tooie XBLA package (the STFS container you copy off your own Xbox 360 profile). The launcher checks the default.xex against the exact XBLA build it was tested with and refuses another region or revision. Windows or Linux, including the Steam Deck.
Fight Night Round 3
djultra64/Fight-Night-Round-3-Recomp
An unofficial PC recompilation of Fight Night Round 3 for Xbox 360, built with ReXGlue and the Xenos renderer on Vulkan, for Linux and Windows. Version 1.0 brings native 60 frames per second while preserving the original gameplay speed, with configurable resolution (720p to 2160p), FXAA, texture filtering, and its own graphics options page. The published release ships the game’s code already translated and compiled; the data comes from your copy. The README warns that intermittent loading, text, and audio issues remain and that complete compatibility is not guaranteed. Version 1.0.3 (October 26) improves startup, desktop scaling, and profile saving.
You needYour own Fight Night Round 3 ISO for Xbox 360 (a supported USA release), which first-run setup asks for and verifies. 64-bit Windows 10 or 11 or Linux, Python 3.12 or newer, an x86-64-v2 CPU, and a GPU with a Vulkan 1.3 driver.
Skate 2 (cookingwithsimon)
cookingwithsimon/Skate2Recompiled
An unofficial native Windows port of the Xbox 360 version of Skate 2, made by statically recompiling the game’s default.xex with the ReXGlue SDK (via the Skate 3 recompilation fork). According to the README the game boots through the menus and idle movie into Freeskate, and mission triggers work, at over 100 FPS on a Ryzen 7 7800X3D; it is early and bugs are expected. It uses the SDK’s emulated Xbox 360 GPU on Direct3D 12. It includes no game files or recompiled code: the build recompiles the code from your copy. Version 0.2.0 is from October 11. Both of the repository’s commits list Claude as a co-author.
You needYour own disc image of Skate 2 for Xbox 360 (tested with Skate 2 (USA) (En,Fr), title ID 4541087F, default.xex with SHA-1 a9b539c1acbc80aeaade3ffbe708e1fbd3a2dad7); other regions or title updates have different code addresses and need their own configuration. Windows 10 or 11 with an x86-64 CPU with AVX2; to build, LLVM (Clang 18 or newer), Visual Studio 2022 Build Tools with C++, Python 3, and Git.
The Whopping Recompilation Collection
TekRantGaming/whopping-recompilation-collection
A collection with a launcher for Windows and Linux (including the Steam Deck) that brings together the native ports of Sneak King, Big Bumpin’, and PocketBike Racer (Blitz Games, 2006), three Xbox 360 games recompiled with the ReXGlue SDK. The launcher has a console-style dashboard made for a controller, finds disc images on your PC by itself, checks each disc, and copies the game files next to the port. It offers 4K and beyond at 60, 120, or unlimited frame rates, AMD FSR 1 and NVIDIA NIS upscaling, twelve achievements per game with pop-ups, save backups, automatic updates, and the option to add itself to Steam. Version 1.0.7 (October 28) is the latest: a Windows ZIP, a Linux AppImage, and game packages that the launcher downloads. The README states that it was made almost entirely with Claude Code; all 17 of its commits list Claude as a co-author.
You needA disc image you made from your own Xbox 360 disc for each game you want to play (only the title ID is checked): Sneak King (4D538802), Big Bumpin’ (4D538801), and PocketBike Racer (4D538803), version 0.0.0.70 in the images they were tested with. Installed they take about 1.6, 2.0, and 1.2 GB. 64-bit Windows 10 or 11 with a DirectX 12 card, or Linux with Vulkan.
UFC Undisputed 3 (monscriser)
monscriser/UFC3MONS
An unofficial experimental native PC project for UFC Undisputed 3 (Xbox 360) on Windows and Linux, statically recompiled with ReXGlue, with a Vulkan graphics backend and Xenia-derived compatibility components. It combines a launcher (Portuguese, English, and Spanish; choice of game source, DLC, Steam shortcut, save backups), remappable controller and keyboard controls, and CPU and GPU performance work such as two-thread GPU submission, constant and descriptor caches, and optional AMD FSR 1 upscaling. It includes optional cheats, off by default. Most of the work targets the community-made Reborn mod, whose credit belongs to its creators: Reborn’s career mode and exhibitions can be played on Windows, and on a Linux ROG Ally at 20 W a career fight holds 60 frames per second according to the author. The latest release is R9.4-P14.5 (October 28).
You needYour own copy of UFC Undisputed 3 for Xbox 360: the Reborn folder, the original edition (XEX or folder), or an ISO, which is read directly; DLC is installed from a folder in the launcher. A Vulkan-capable graphics card and a CPU with SSE4.2 (AVX2 is not required), on Windows or Linux.
Outpost Kaloki X
TekRantGaming/outpost-kaloki-x-recompiled
A native Windows and Linux port of Outpost Kaloki X (Xbox Live Arcade, 2005), recompiled with the ReXGlue SDK from the Xbox 360 code. The README explains that the 2004 PC version, Outpost Kaloki, never received what the Xbox 360 version has: more levels, two campaigns, eleven scenarios, and challenges with gold-medal times. A launcher installs the game from your package and checks that it is the right version; it offers render resolution from 1× to 6× (up to 8K), FXAA, 2× MSAA, filtering up to 16×, a frame-rate cap from 30 to unlimited, controller and keyboard-and-mouse settings, achievements with pop-ups, and the choice of playing the full game or the trial (the full game comes unlocked). Version 1.1.1 (October 18) is the latest, for Windows and as a Linux AppImage. The README states that it was made almost entirely with Claude Code; all 20 of its commits list Claude as a co-author.
You needYour own Outpost Kaloki X package from Xbox Live Arcade, exactly this release: title ID 584107DB, a 21,557,248-byte file (the file with no extension from your Xbox 360 or emulator content folder), default.xex 0.0.1.1 with CRC32 CCB0ACE9. 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux with Vulkan.
The Bigs 2
mdomangue26/The-Bigs-2-Recompiled
A native Linux and Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK’s development branch plus a set of the author’s own SDK fixes. According to its author, it boots, plays, saves, and loads on Linux; the Windows build is cross-compiled on Linux and has only been tested under Wine. There’s a dedicated AppImage for the Steam Deck, where it runs at 30 fps. On first launch, a setup screen picks your disc image and extracts it. It runs at 30 fps in games, like the console, with an experimental 60 fps mode; the internal resolution goes up to 4K and the keyboard acts as player 1’s controller. All 37 of its commits list Claude as a co-author.
You needYour own The Bigs 2 Xbox 360 disc, as a disc image or extracted, with a default.xex identical to the supported version’s. Plus 64-bit Linux or 64-bit Windows 10 or 11 with a Vulkan driver.
Armored Core for Answer (Xbox 360)
rensoftworks/Armored-core-ReAnswered
AC_ReAnswered: a project to recompile the Xbox 360 version with ReXGlue, which its description calls “an attempt” at a functioning version of the game. It holds the ReXGlue configuration, with game functions already identified (title menu, camera, system link), and its own patches for the camera and file loading. There are no releases: you have to build it yourself, on Windows with Visual Studio and Clang or on Linux. The README doesn’t say how much of the game works. flashfire199 started it on March 31, 2026; that repository is no longer available, and the copy still online is Ren Softworks’, who added the Linux build and last updated it on April 13. It isn’t related to Project Glintburn’s port of the PS3 version.
You needYour own copy of Armored Core for Answer for Xbox 360, with the ISO’s contents extracted (for example with extract-xiso), default.xex included; no region is stated. Plus the ReXGlue SDK, CMake, and Ninja; on Windows, Visual Studio Community with the Clang compiler.
⑂ Fork of hedge-dev/XenonRecomp
Lost Odyssey (lawlietl4)
lawlietl4/LostOdysseyRecomp
Recompilation of Lost Odyssey (Xbox 360) with XenonRecomp, at an early stage.
You needYour own copy of Lost Odyssey (Xbox 360).
South Park: Let's Go Tower Defense Play! (superheher)
superheher/south-park-tower-defence-recomp
The first native port of this Xbox Live Arcade game, by static recompilation of its PowerPC executable on the ReXGlue SDK, with XenonRecomp and XenosRecomp as references. Version 1.0 (June 10, 2026) is fully playable natively on Linux with Vulkan, according to its author: boot, menus, matches, and saves, with sound and input, mostly at 60 fps, though the heaviest waves still dip. The Windows build has open items, listed in its roadmap. The main result is a patch series for the ReXGlue SDK. TekRantGaming’s port, also in this catalog, reuses findings from this one.
You needYour own Xbox Live Arcade package of South Park: Let’s Go Tower Defense Play! (Title ID 58410931), from which default.xex is extracted. Plus Linux with Vulkan (version 1.0 targets Linux).
3 on 3 NHL Arcade (Wndwsqrrl)
Wndwsqrrl/3on3NHL-recomp
A native PC port of 3 on 3 NHL Arcade (Xbox 360, Xbox Live Arcade, 2009), made by statically recompiling the PowerPC executable to C++ with ReXGlue; it uses no emulator at runtime. According to the README the menus, intro movies, and full matches work, with Xbox and PlayStation controllers, a launcher that sets the game up from your package, and 10 of the 12 achievements (the other 2 need online play). Online play and mods (updated rosters, portraits, and logos) are listed as planned, and raising the internal resolution breaks text and some textures. The repository also has code for an Android version, which according to its README boots and renders the title screen and menus but has input unfinished. The latest version is 0.1.1 (October 6), a Windows zip of about 92 MB. None of its 28 commits lists Claude as a co-author.
You needYour own Xbox Live Arcade package of 3 on 3 NHL Arcade for Xbox 360 (title ID 58410975): the file inside 58410975\000D0000 or the whole 58410975 folder. 64-bit Windows 10 or 11, an x86-64 CPU with SSE4.2, a graphics card with Direct3D 12, 4 GB of RAM, and about 350 MB of disk.
Ben 10 Ultimate Alien: Cosmic Destruction
ExtremestoneGG/Cosmic-Recompi
An experimental native port for 64-bit Windows 10 and 11 of the Xbox 360 version, with ReXGlue v0.10.0 and Direct3D 12. The README warns it is alpha software and that camera and scenery flicker above 30 fps is still present. A portable executable asks for your ISO and prepares it; it has a launcher with Play, Settings and Quit, video menus inside the game itself (output resolution, 30, 60 or unlimited frame limits, display mode, FPS counter), import of user text translations, and save backups. It adds “All Aliens” and “Hero Time” as its own features, both off by default. Import uses a precompiled runtime and doesn’t compile C++ on your PC. The latest of 14 releases, v0.4.0-alpha.4-gpu-test.5, is from October 30; each release also carries a zip with the corresponding source.
You needYour own copy of Ben 10 Ultimate Alien: Cosmic Destruction for Xbox 360, as an ISO image of a supported version; the program validates it before preparing the game. 64-bit Windows 10 or 11 with Direct3D 12; the native 1280x720 resolution is the minimum.
Burnout Revenge (fabioap-cpu)
fabioap-cpu/Burnout-Revenge-Recomp
An experimental static recompilation of the Xbox 360 version with ReXGlue, published as source: it holds the recompilation metadata, build configuration and a vendored copy of the SDK with the fixes and diagnostics developed for this game, with no game data, Xbox system files or compiled executables. According to the README, on the tested Windows AMD64 system it boots to the title screen, saves and loads and reaches the main menu, lets you select a rank and a car with full 3D rendering, loads a race and drives with a complete HUD, and a full play session was completed without crashes, which the author places beyond their alpha gate and close to beta. Known issues: the 3D world isn’t drawn behind menus and some loading screens, and frame rate drops occur in some map areas. It has no published releases. All 4 of its commits list Claude as a co-author.
You needYour own copy of Burnout Revenge for Xbox 360 as an extracted game tree, including default.xex. Windows AMD64, Git, CMake 3.25 or newer, Ninja and Clang.
Castlevania: Harmony of Despair
Wrexxial/HarmonyRecomp
A static recompilation of Castlevania: Harmony of Despair (Xbox Live Arcade, title ID 58410A7A) for Windows, built on the ReXGlue SDK and modelled on NocturneRecomp. The PowerPC code of default.xex and the character modules is translated to C++ at build time and compiled natively for x86-64; graphics, audio, and the Xbox system services come from the ReXGlue runtime, derived from Xenia. The README says it runs the whole game, with all stages and the six base characters, and includes a settings menu (F6), an FPS counter, online co-op without Xbox Live (up to six players over LAN or a virtual LAN), and support for the character and stage DLC from your own packages and title update 2. The installer (HarmonyRecomp-Setup.exe) downloads the build tools (about 1 GB, plus Microsoft’s C++ components if missing) and builds the game on your PC. The latest version is 0.4.2 (October 31). 40 of its 42 commits list Claude as a co-author.
You needYour own copy of Castlevania: Harmony of Despair for Xbox 360: the file without extension (starting with LIVE) from 58410A7A\000D0000 of your console dump. Optionally, your DLC packages and title update 2. 64-bit Windows 10 or 11 and an internet connection for the build tools.
Dead or Alive 4
redC0rvus/doa4-recomp-suite
Dead or Alive 4 for Xbox 360 on Windows, recompiled from the default.xex on your disc with the ReXGlue SDK and rendered with Direct3D 12, up to 4K. The repository carries no game code or data: setup.bat checks the tools, extracts your disc image, verifies default.xex, downloads the SDK at the tested version, applies the project’s patches, builds the SDK and the game into its own folder, and starts it; the first build takes 10 to 30 minutes. The only published release, v0.1.0-beta from October 22, is a copy of the ReXGlue SDK (about 116 MB), not the game. The README doesn’t say how playable it is. 7 of its 10 commits list Claude as a co-author.
You needYour own disc image (.iso) of Dead or Alive 4 for Xbox 360 (title ID 544307D1), without a title update; the SHA-256 of default.xex is checked. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, about 15 GB free, and the build tools that setup.bat installs with winget.
Dead or Alive Xtreme 2
hibikifukui22/Dead-or-Alive-Xtreme-2-Recompilation
A native Windows port of the Xbox 360 version, made with the ReXGlue SDK: the PowerPC code is translated ahead of time to C++ and runs natively, at 30 fps or at a native 60 with the original game speed. It is drawn on the GPU with Direct3D 12, emulating the console’s graphics hardware. The README warns that Intel integrated graphics are not supported and that the system requirements are estimates. It has a launcher with play, settings, graphics settings, input (experimental) and self-update since v1.1.3. Only the retail disc is supported, with no title updates. v1.1.4a (October 25, an “experimental test build”) publishes a zip of about 19 MB with the program already built, with no game data, and another with the source; the README says it includes no game code. All 17 of its commits list Claude as a co-author.
You needYour own copy of Dead or Alive Xtreme 2 for Xbox 360, the retail disc only (title ID 544307D2, media ID 21B9628E, default.xex version 3 with SHA-256 c4a14853e1f7af951be34f380604113703638780b36d5e74e674fe7431992870), extracted into the “extracted game files here” folder. 64-bit Windows 10 or 11 and a DirectX 12 graphics card.
Dragon Ball Z: Budokai (HD Collection) (novapowers0)
novapowers0/DBZ-Budokai-1-HD-Collection
A PC port of Dragon Ball Z: Budokai HD Collection for Xbox 360 made with ReXGlue: the PowerPC code is statically recompiled into a single executable with its own launcher and mod system; it is not an emulator and runs on Windows. Its author rebuilt it from scratch and says WistfulHopes/DBZ1 was used only as a reference for the SDK’s API. The recompiled code is generated on your PC from your default.xex and isn’t uploaded to the repository. The launcher lets you pick region (USA or Europe PAL), language, video, and audio, and there is an in-game menu (F10), a mods folder, and Python tools to make mods, with model swaps between games in the series; two players in versus. The latest version is 1.0.0 (September 11).
You needYour own copy of Dragon Ball Z: Budokai HD Collection for Xbox 360: the default.xex and the data_*.afs files for your region (USA: data_us, data_sp, data_fr, adx_us, and data_yah; Europe: data_en, data_fr, data_ge, data_it, data_sp, adx_jp, and data_yah), extracted from your ISO. Sizes and SHA-256 sums are in baserom.md. Plus Windows.
F.E.A.R.
Juansolo457/fear360-recomp
F.E.A.R. for Xbox 360 recompiled to run natively on Linux and the Steam Deck, without Proton; the Windows build and F.E.A.R. Files (Extraction Point and Perseus Mandate) come in later releases. The game’s PowerPC code in default.xex is translated ahead of time to C++ with ReXGlue, and a game-specific runtime stands in for the Xbox; it is neither an emulator nor a decompilation. It uses a native renderer that draws the game’s Direct3D calls through Vulkan, display-locked frame pacing up to 120 fps, MSAA, anisotropic filtering, and fixes for the console code’s bugs at high frame rates. According to the README the menus, videos, campaign, and Instant Action work, and a full play-through is the pending 1.0 test; 4K isn’t in yet (it draws at 720p and scales) and is listed as the next step. The latest version is 1.0.2 (October 31), which publishes source only; it adds the extra Holiday level to the main menu. 78 of its last 100 commits list Claude as a co-author.
You needYour own disc copy of F.E.A.R. for Xbox 360. Plus 64-bit Linux or a Steam Deck with Vulkan support; since the published release is source only, you build it yourself.
Forza Horizon 2 (Xbox 360)
fabioap-cpu/Forza-Horizon-2-Recomp
An experimental static recompilation of the Xbox 360 version with ReXGlue, with the SDK vendored in the repository. It holds the project source, recompilation metadata, build configuration and the SDK, with no game data, Xbox system files, saves or compiled executables. The README itself says it is an early, unresolved work in progress and not a working build: on the tested Windows AMD64 system it boots and reaches the loading screen, but the main guest thread permanently stalls waiting on a kernel semaphore and the game never gets further; the root cause hasn’t been found. Two other reproducible crashes were fixed. Nothing past the loading screen has been tested. It has no published releases.
You needYour own copy of Forza Horizon 2 for Xbox 360 as an extracted game tree, with default.xex, XMediaFacade_default.xex and SpeechFacade_default.xex. Windows AMD64, Git, CMake 3.25 or newer, Ninja and Clang.
Gears of War 2 / Gears of War 3 / Gears of War: Judgment (COGBox)
Shagg88/COGBox
Native Windows versions of Gears of War 2, Gears of War 3, and Gears of War: Judgment for Xbox 360, made by static recompilation (with a preview of the first Gears of War since 0.3.0), with a launcher called COGBox that sets up your copy of each game and starts it. The Xbox 360 code is translated ahead of time to C++ and compiled into Windows programs; the hardware parts are supplied by its own renderer on Direct3D 12 (or Vulkan, experimental), which offers resolution from 1x to 4x, SMAA, FSR, DLSS, and XeSS, high frame rates, HDR10, ultrawide, split screen (in Gears 2), keyboard and mouse, and DLC and zip mods. The author says it is playable with a few hiccups: in Gears 2 every chapter plays in testing, and Gears 3 and Judgment are playable; on SteamOS (via Proton) there are texture glitches. Since 0.3.0 (October 31) releases are labelled pre-release. The Windows download is a zip of about 510 MB with the already compiled programs, which we haven’t checked inside; the README says it includes no game content. 88 of its 93 commits list Claude as a co-author.
You needYour own copy of each game: Gears of War 2 (US disc, version 0.0.0.5, plus Title Update 6), Gears of War 3 (disc plus Title Update 6), and Gears of War: Judgment (disc plus Title Update 4), as an .iso image, Games on Demand copy, or folder; for the Gears of War preview, the disc plus Title Update 5. 64-bit Windows 10 or 11 with Direct3D 12 and about 8 to 16 GB free per game if COGBox unpacks the image.
Guitar Hero II (jillsandwich1998)
jillsandwich1998/reGH2
Guitar Hero II for Xbox 360 on PC, rebuilt on your machine from your own copy; for now Linux only, with Vulkan. The game’s PowerPC code in default.xex is translated to C++ once, on your machine, with the ReXGlue SDK’s code generator, and compiled with a compiler that ships inside the AppImage; no game file and no code generated from it is distributed. Since 0.2.0 the game no longer runs on the SDK’s runtime (derived from Xenia): it uses its own code for the system core and a native Vulkan renderer at 1080p, 1440p, and 4K, with SDL3 for audio and controllers, and it stays at 60 fps because the logic is tied to 60 Hz. The README warns that this is a pre-release: it has been played in Quick Play and in Career mode up to the fourth venue, with an X-plorer guitar and on a single machine (AMD, Mesa RADV), but not from start to finish, and how it behaves on NVIDIA, Intel, or SteamOS is unknown. The latest version is 0.2.0 (October 27). 21 of its 22 commits list Claude as a co-author.
You needYour own copy of Guitar Hero II for Xbox 360 (USA): the disc image, the extracted game, or the folder with default.xex. Plus 64-bit Linux with a Vulkan driver for your graphics card (the AppImage doesn’t include it).
Guitar Hero: Metallica
ElGuslml/GHMetalRecomp
A native Windows version of the Xbox 360 game, recompiled with the ReXGlue SDK and with a native Vulkan renderer. The README calls it a beta: songs have been played from start to finish with an Xbox 360 guitar, on guitar and bass parts, and sung with a PC microphone (new and experimental); drums have not been tested yet. It offers 60 fps as on the console, or 120, 144, 160, 165 or 240 if the monitor supports it, wide screens, Xbox 360 guitar support, achievements, and a launcher that installs the game from your ISO. v0.2.1 (October 29) is the latest of two releases. It states it is developed with the help of Claude; all 49 of its commits list it as a co-author.
You needYour own Guitar Hero: Metallica disc for Xbox 360 (the USA or Europe one), made into an ISO image; the launcher checks it and installs the game from it (about 7.2 GB). 64-bit Windows 10 or 11 and a graphics card with a Vulkan driver.
Juiced 2: Hot Import Nights
anishchandra24/Juiced2-Recompiled
An unofficial native Windows port made by static recompilation with the ReXGlue SDK. The repository holds no game code or data, only the pieces that make the SDK work with this title: the fix list that lets the recompiler find every function, a small launcher, and three patches to the SDK (a vector-instruction code generation bug, where the smaller mip levels of some textures are located, and music playback). An early preview tested on a single PC: it boots, plays and saves; the author has played Career from the rookie league through league 7, with music and keyboard input. It has random graphics corruption, short flickers, lag with many cars, handling that can feel off when the frame rate is uneven, and a crash at the title screen on AMD Radeon integrated graphics; online features don’t work and split-screen, downloadable content and the end of Career are untested. v0.1.0 (preview) is from October 28. It states it was developed in a conversation with Claude; all 3 of its commits list it as a co-author.
You needYour own copy of Juiced 2: Hot Import Nights for Xbox 360 (title ID 545107D5), extracted so that default.xex and the other files sit in one folder. Plus 64-bit Windows 10 or 11 (only Windows 10 has been tested) with a Direct3D 12 graphics card, about 10 GB free for the build, internet access for the first setup, Visual Studio 2022 Community with the C++ and Clang workloads, and Git.
Marvel Ultimate Alliance / Marvel Ultimate Alliance 2 (saulob)
saulob/marvel-ultimate-alliance-bundle-recompiled
A bundle that brings together Marvel Ultimate Alliance, its Gold Edition, and Marvel Ultimate Alliance 2 for Xbox 360, statically recompiled with the ReXGlue SDK to run natively on Windows (Direct3D 12) and, experimentally, on Linux and the Steam Deck (a Vulkan AppImage). Each game is installed separately from your disc packages with the TRG launcher. It offers render resolution up to 4x, ultrawide, NVIDIA DLSS (Windows and RTX only), AMD FSR 1 and 3.1, and high frame rates, plus cheats from the launcher and an in-game menu (F10). Version 0.2.0 (October 29) is the latest; it carries the DLSS and FSR runtimes inside the Windows zip (about 88 MB) and an AppImage of about 55 MB. The README says no game files are included.
You needYour own copy of each game you want (Marvel Ultimate Alliance, the Gold Edition, or Marvel Ultimate Alliance 2) for Xbox 360, as a disc image or package, which the launcher copies and verifies. 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux (experimental) with glibc 2.31 or later, Vulkan, and X11 or Wayland.
Naughty Bear: Panic in Paradise
MaxDeadBear/restuff_inParadise
A recompilation project of Naughty Bear: Panic in Paradise for Xbox 360 on Windows, made with ReXGlue. The repository has no README: it only holds the program’s code (an XAudio2 audio driver, hooks, a Lua mod module, and an achievements menu) and the project’s configuration and manifest files. The manifest, generated by ReXGlue on June 16, expects the game’s default.xex in an assets folder, and the recompiled code isn’t in the repository. The published releases ship the already compiled executable (a restuff_inparadise.exe of about 76 MB and a zip of about 22 MB) that we haven’t checked inside; the latest, release_v1.1 from June 27, added achievements. Nothing more can be said about its state without documentation. Neither of its 2 commits lists Claude as a co-author.
You needNo README: the project manifest indicates it uses the default.xex from your own copy of Naughty Bear: Panic in Paradise for Xbox 360, placed in an assets folder. Version and region haven’t been checked.
⑂ Fork of SpeedBreakerProject/speedbreaker
Need for Speed: Most Wanted (rafidwayne)
rafidwayne/speedbreaker-windows-unofficial
An unofficial fork of SpeedBreaker, the static recompilation of the Xbox 360 version of Need for Speed: Most Wanted (2005), that adds a Windows (x86-64) build on top of upstream 0.1.7. It brings the runtime adapted to Windows with MinGW-w64, an audio fix (the audio thread waits on a high-resolution timer and joins MMCSS), SpeedBreakerLauncher.exe, which edits settings and starts the game, and GitHub Actions workflows. The published release, v0.1.7-win.1 from October 21, ships a prebuilt SpeedBreaker.exe, built from a translation of its author’s own default.xex, plus the launcher. The fork’s README warns that the build workflows are new and hadn’t been run on GitHub. It is 72 commits of its own ahead of upstream. 10 of its 82 commits list Claude as a co-author.
You needYour own disc copy of Need for Speed: Most Wanted for Xbox 360, USA (NTSC-U); default.xex of 3,936,256 bytes with SHA-256 aebdf3c14d1e4e4ed2c130d94bc1a0e97bd6d5bf39bdfdef33c3909c9cc4ba4c. The game’s own installer asks for the disc image the first time. 64-bit Windows.
Perfect Dark (Xbox 360, CaiusCodes)
CaiusCodes/Perfect-Dark-XBLA-PC-Recomp
A native Windows version of Perfect Dark from the 2010 Xbox Live Arcade remaster, made by static recompilation with ReXGlue. It runs at 60 fps up to 4K, with keyboard and mouse or an Xbox controller, and has LAN or virtual-LAN multiplayer for up to 8 players and two-player co-op. It offers render scale from 1x to 3x, upscaling with AMD CAS or FSR 1, Direct3D 12 on NVIDIA and Vulkan on AMD and Intel, leaderboards and achievements kept on your PC, and optional extras at setup (all cheats, 100% story completion, all multiplayer content). On first start a setup window reads the Xbox 360 package you give it, checks that it is the supported version and imports the game data into its folder; it doesn’t need the package afterwards and doesn’t contact Xbox Live. v0.9.0 (October 28, a zip of about 14 MB) is the only release. 2 of its 16 commits list Claude as a co-author.
You needYour own Perfect Dark XBLA package for Xbox 360 (title ID 584109C2). 64-bit Windows 10 or 11, a CPU with AVX2, and a graphics card with DirectX 12 or Vulkan support.
Pirates of the Caribbean: At World’s End
ElGuslml/PiratesAtWorldsEndRecomp
A native Windows version of the Xbox 360 game, recompiled with the ReXGlue SDK and drawn with a native Vulkan renderer; it offers sharper graphics, wide screens and 60 fps. It is an early release: the first levels have been played, in sessions of an hour, without problems, and later levels haven’t been tested. The README says the released program contains the game’s code recompiled for the PC, but none of its files, and that it doesn’t run without yours. A launcher installs the game from your ISO. v0.3.0 (October 27) is the latest of three releases. It states it is developed with the help of Claude; 97 of its last 100 commits list it as a co-author.
You needYour own Pirates of the Caribbean: At World’s End disc for Xbox 360 (the USA one), made into an ISO image that the launcher installs. 64-bit Windows 10 or 11 and a graphics card with a Vulkan driver.
Project Gotham Racing 4 (shaunsingh)
shaunsingh/pgr4-native
A native Direct3D 12 renderer for the static recompilation of Project Gotham Racing 4 (with Title Update 2), built on the ReXGlue SDK with fixes from Xenia Canary. It continues the work of safzanpirani/pgr4-native, which itself grew out of MTR-PGR4 and, before that, PGR4-Recomp. The README shows the game on a Steam Deck OLED and with FSR 4 Lite through OptiScaler; the build runs on Linux with clang-cl and the Windows executables run under Proton or on Windows. The game’s options menu has its own display, driving, and developer pages. The latest version is 0.3.0 (October 29), a Windows zip of about 68 MB that carries the already built program; the README warns that the C++ the build generates from the game’s executables must not be published, and we haven’t checked the zip inside.
You needYour own copy of the Project Gotham Racing 4 disc for Xbox 360, extracted (the disc is region-free and the PAL and NTSC ones match file for file), and Title Update 2, as its package or its two files. Console DLC as STFS packages in the Content folder. Windows, or Linux with Proton.
Quake 4 (Xbox 360)
cyberheater/Xbox-360-Quake4-decomp
A static recompilation of the Xbox 360 version for Windows, built on the ReXGlue SDK. The author started it to get a smooth version with the console’s joypad support and auto aim (the original ran at a frame rate between 10 and 60). It boots straight to the title screen, and menus, intro movies and the first level run, at a locked 60 fps, with a settings menu (F10) and a frame counter (F9). v0.2.0 (October 22) adds a native Direct3D 11 renderer, a q4hle.exe, a 120 Hz game tick, a graphics page in the game’s own options menu with resolution up to 5120x2880, FXAA, texture filtering and side-by-side stereoscopic 3D, and a CRT filter. The author says only the first levels have been tested and that crashes are to be expected further in; an earlier hand-written runtime is also kept, as source only. It contains no recompiled code, executable or game data; the download is a 0.4 MB installer that sets the project up. It states it was made with the help of Claude; all 11 of its commits list it as a co-author.
You needYour own copy of Quake 4 for Xbox 360 (the disc or its ISO): the game reads the ISO directly or an extracted folder, and asks where it is if it can’t find it. Windows with Visual Studio 2022 (C++, Clang tools and CMake workloads) and Git for the setup; paths are currently hard-coded to C:\Quake4.
Resident Evil - Code: Veronica X HD (camybiohazard)
camybiohazard/Project-VeronicaX
A static recompilation of the Xbox 360 version with ReXGlue 0.10.0, for Windows and Linux. The tool analyzes the game’s Default.xex and generates C++ on your machine (the generated/default folder is ignored by git and rebuilt on demand). If there is no verified game/ folder next to the executable, the game opens a setup screen that asks for the ISO or a Games on Demand package, checks that its Default.xex is the version this build was recompiled from, and extracts the disc; afterwards it shows a settings screen with fullscreen or windowed mode, window size and internal resolution, and VSync is always on because the game runs too fast without it. The repository doesn’t state how playable it is. The releases are prebuilt executables that contain the game’s recompiled code, with no game data (zips of about 25 MB for Windows and Linux); v0.4.0, “Resolution Scaling”, is from October 31, and there are two others from October 30 and 31. None of its 18 commits lists Claude as a co-author.
You needYour own copy of Resident Evil - Code: Veronica X for Xbox 360, as an ISO or a Games on Demand package (the header file in 43430822/00007000 or any DataNNNN file next to it); its Default.xex must be the version this build was compiled from. 64-bit Windows or x86-64 Linux.
Resident Evil - Code: Veronica X HD (psxrestore)
psxrestore/VeronicaRecomp
A static recompilation of Resident Evil Code: Veronica for Xbox 360 as a native PC build, made with the ReXGlue SDK. The repository only brings the project’s code (the app, the configuration, and the manifest); the recompiled code is generated at build time from your copy. The README presents it as playable but warns that it is a work in progress with bugs and crashes. It builds on Windows with Visual Studio 2022, CMake, LLVM, and Ninja; the Linux build is listed as untested. It has no published releases. None of its 6 commits lists Claude as a co-author; the latest is from October 1.
You needYour own copy of Resident Evil Code: Veronica for Xbox 360, from which the game files (default.xex and its data) are extracted. You build it yourself: Windows with Visual Studio 2022 (C++ workload), CMake 3.25 or later, LLVM/Clang 20 or later, Ninja, and the ReXGlue SDK.
Rumble Roses XX
JesusTaylo/rumble-roses-xx-recomp
An unofficial work-in-progress native PC port made by static recompilation: the game’s PowerPC code is translated to C++ and compiled for x86-64 with the ReXGlue SDK on your own PC, from your own copy. It isn’t an emulator. The README calls it alpha: it boots, plays the intro video, reaches the menus, and full matches are playable with a gamepad; it was tested on a single PC (Windows 11 with integrated Intel UHD graphics). A small .NET Framework launcher (about 2.7 MB, with no game files or recompiled code) runs setup.ps1 and then the game; the first install takes 20 to 90 minutes, mostly compiling. Online play is out of scope. The development docs are mostly in Spanish. Launcher v0.2 is from October 26. It states it was developed with the help of Claude Code; all 5 of its commits list it as a co-author.
You needYour own copy of Rumble Roses XX for Xbox 360 as a disc image (.iso), which the setup extracts with extract-xiso; no key is needed from you. 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 25 GB free and, to build, Visual Studio 2022 Build Tools with C++, LLVM/clang, CMake, Ninja, Git and Python 3 (the launcher installs what is missing with your confirmation).
⑂ Fork of mchughalex/skate3recomp
Skate 3 (dougieprishpreed)
dougieprishpreed/skate3recomp-plus
An extended version of mchughalex’s Skate 3 recompilation for Windows, Linux and macOS, with 29 commits of its own ahead. It adds New San Vanelona, Skate 2’s city, reachable from the game’s locations menu, with 25 spawn locations, distant backdrop, skybox, clouds, water, animated vegetation, neon signs, reflective glass, original cars and peds, DLC maps and a night mode. It also fixes native renderer problems that affect every map (Hall of Meat bones, motion blur, vignette, shadows, hair, tattoos, traffic lights) and adds an imgui interface (RB+Start or Esc) with options such as night mode, unlocked ragdoll, no fall damage and walking out of bounds. Vulkan with the native renderer is the default and has only been tested on Windows; the emulated renderer is broken in New San Vanelona. v0.2e (October 25) has zips for Windows, Linux and macOS. 9 of its last 100 commits list Claude as a co-author.
You needYour own copy of Skate 3 for Xbox 360 as an ISO, chosen from the launcher; DLC is optional and comes from your own copy. Windows (the most tested), Linux or macOS on Apple silicon.
⑂ Fork of birabittoh/TheDarknessReborn
Street Fighter III: 3rd Strike Online Edition
updeshxp/SF3TSOEReborn
A static recompilation of Street Fighter III: 3rd Strike Online Edition (Xbox Live Arcade) for Windows and Linux, built on the ReXGlue SDK and forked from birabittoh/TheDarknessReborn. It converts the PowerPC default.xex into native x86_64 and arm64 executables at build time and wraps it in its own host runtime (logging, overlays, and hooks); the README specifies that visible rendering still relies on the bundled RexGlue/Xenia graphics backend. The host code, scripts, and CI are MIT; the recompiled code isn’t redistributable, and even so the published releases ship the already built executables, with and without the title update, for Windows, Linux x64, and Linux arm64 (20 to 32 MB). The latest version is 0.1.5 (October 27). None of its 26 commits lists Claude as a co-author.
You needYour own STFS package of Street Fighter III: 3rd Strike Online Edition for Xbox 360 (title ID 58410B16, under a path like 58410B16\000D0000), extracted with a Python script, and title update tu00000003_00000000 (MediaID 6981678F). Python 3.10 or later for the extraction scripts.
Tekken Tag Tournament 2 (thatcalikid760)
thatcalikid760/TTT2-Recomp
A patched build of the native PC static recompilation of Tekken Tag Tournament 2 for Xbox 360 (shihabal3amri’s, from which 0.1.7 is taken), with fixes and improvements for online play. The installer (ttt2_setup.exe, about 83 MB) builds the game’s files on your PC from your disc image: the recompiled C++ is generated with XenonRecomp on your machine and isn’t kept in the repository, which does hold the port’s code, the server, and the tools. It adds, among other things, updates from inside the game, graphics settings (V-Sync, render scale, FXAA, anisotropic filtering, sharpening), a Classic Offline mode, an unlock for Customize items, and a Fighting Lounge in testing. The latest version is 0.2.8 (October 29). 55 of its 61 commits list Claude as a co-author.
You needYour own disc image of Tekken Tag Tournament 2 for Xbox 360 (USA or Europe) and Title Update 3. Windows 10 or 11.
The Beatles: Rock Band
mercurialw0rld/thebeatlesrockband-pcport
A PC port of The Beatles: Rock Band for Xbox 360, made with ReXGlue. The repository doesn’t publish source code: it only holds a launcher, the already compiled game executable (beatlesrockband-guitar.exe, about 45 MB), and the runtime libraries. For that reason it carries the closed-source tag, and how it is made can’t be checked beyond what the README explains. The launcher asks for the default.xex from your extracted copy of the disc, together with charnames.zbm and the gen folder; the README says the package includes no XEX, disc data, or DLC. It supports guitar and drums with keyboard or Windows controllers and imports data-only DLC packages from the launcher itself. The README presents it as playable, with about 60 FPS observed, occasional stutters, and manual audio and video calibration if needed; keyboard guitar and drums were tested, and imported DLC from Abbey Road, Rubber Soul, Sgt. Pepper, and All You Need Is Love. The latest version is 0.6.1 (October 24).
You needYour own extracted copy of The Beatles: Rock Band for Xbox 360: default.xex, charnames.zbm, and the complete gen folder (with its header and ten ARK files). DLC, if you want it, is the original LIVE, PIRS, or CON packages from your console; title updates and DLC with code are not supported. Windows with a keyboard or a controller.
UFC Undisputed 3 (360recomper)
360recomper/UFC3ReX
A native Windows port of UFC Undisputed 3 made with the ReXGlue SDK: the game’s code is translated to native code and it is not an emulator. It runs at any resolution, with Vulkan (default) or Direct3D 12, an F4 settings menu, optional bloom and depth-of-field blur removal, 60 fps cutscenes, walkouts and replays, DLC from your own packages, a mods folder, a roster table of up to 1,024 fighters for roster mods, optional per-fighter walkout music, an optional DLSS 5 add-on, and optional cheats that are off by default. The README says Career mode can be played start to finish. It also states that ufc3.exe is the game’s own code translated to native code: the release (v1.0.6, October 26, a zip of about 100 MB) ships it already built, with no disc images or game data; the launcher copies the files from your ISO into an assets folder. 4 of its 8 commits list Claude as a co-author.
You needYour own copy of UFC Undisputed 3 for Xbox 360 as a disc image (.iso); DLC is optional and comes from your own packages. The launcher checks the image and copies the game files (about 6.5 GB) into the assets folder. 64-bit Windows 10 or 11.
Viva Piñata
crabinacrabic/VivaPinataRecomp
A native Windows port of the original Xbox 360 version, made by static recompilation with a fork of ReXGlue SDK v0.10.0 (not an emulator). Menus, the title screen, garden gameplay, saving and loading, sound, the Xbox controller, keyboard and mouse, and a launcher in English and Russian that checks the game version all work. The “Fast” mode uses Direct3D 12 and runs at the original’s 30 fps; the “Accurate” mode emulates the Xbox 360’s EDRAM video memory exactly on Vulkan, at 30 fps on an RX 6600. It includes an F2 performance overlay and the Russian translation by ZoG Team, and has a rare crash after about a minute of idling on the title screen. It has no published releases: you build it with Visual Studio. Its install guide suggests handing it to an AI agent such as Claude Code; 30 of its 32 commits list Claude as a co-author.
You needYour own disc image (.iso) of Viva Piñata (USA, Europe) for Xbox 360, exactly version 0.0.0.1 (title ID 4D5307F2, media ID 690B3287, MD5 3902321dfe15d7d2510a96114dba625a); other editions have not been tested and will probably not start. The game disc is needed, not the bonus disc. Plus 64-bit Windows 10 or 11 with a DirectX 12 graphics card, Visual Studio 2026 Community with C++ and the Clang tools, Git, and about 25 GB free.
WWE 2K14 (Jarrodfeng)
Jarrodfeng/wwe2k14-recomp
A static recompilation of the Xbox 360 version into a native Windows x64 program, with the ReXGlue SDK; the author frames it as a preservation project first and a creative toolkit second. The game, menus, matches start to finish, entrances with titantrons, the Royal Rumble, Hell in a Cell, the Elimination Chamber, 30 Years of WrestleMania, Create-a-Wrestler, saves, sound and controllers work. It offers 720p, 1440p or 4K, 60 or 120 fps or the monitor’s refresh rate, NVIDIA DLAA and DLSS, a launcher with quick match, mods (your own videos as titantrons, PNG pictures as logos), a free camera and replays. v0.2.14 (October 30, a zip of about 79 MB) is the latest of 38 releases. It states it is developed with the help of Claude; 24 of its 28 commits list it as a co-author.
You needYour own WWE 2K14 disc for Xbox 360 (there is one disc, the same in the US and Europe), version 0.0.0.2 with no title update (title ID 545408B2; SHA-256 of default.xex 544EF8B505AEBCECE3459865A4E27E1A7CFAD568406514F27E1115B378D3A8FB), copied as a folder (with default.xex and the pac, movies and sound folders) or as a disc image. 64-bit Windows 10 or 11 and a graphics card with Vulkan.
⑂ Fork of HollywoodAkeem/SVR07-Recomp
WWE SmackDown vs. Raw 2007 (360recomper)
360recomper/SVR07-Recomp
A fork of HollywoodAkeem’s static recompilation for Windows, with five commits of its own ahead: it moves the project to ReXGlue SDK v0.10.0 with its own patch, uses Vulkan by default (the author says this removes the random “exploding wrestler model” glitches, which came from Direct3D 12), keeps 60 fps with steady frame pacing, and adds an F4 menu with resolution, backend, fullscreen, vsync, sharpening, save backup and quit, with controller support. According to the README it can be played from start to finish at 60 fps, with menus, match types, create-a-superstar, season mode, saving and controller input; occasional vertex artifacts remain and, in the author’s own words, a roughly 10% chance per session of a crash from a lost GPU device. The release (v1.2, October 16, a zip of about 16 MB) is a prebuilt build that contains the game’s recompiled code, with no game data. 4 of its 34 commits list Claude as a co-author.
You needYour own copy of WWE SmackDown vs. Raw 2007 for Xbox 360, with its files extracted; a USA or Canada disc is recommended, and other regions are untested. Plus 64-bit Windows 10 or 11 and a Direct3D 12 GPU.
WWE SmackDown vs. Raw 2011 (shaneomac1337)
shaneomac1337/SVR2011-Recomp
An unofficial Windows version of WWE SmackDown vs. Raw 2011 for Xbox 360, made by recompiling its code to x86-64 with ReXGlue; the launcher copies the game files once from your disc image. According to the README, exhibition matches with entrances, finishers, and cutscenes, backstage brawls, the menus, and the Create a Superstar, Superstar Threads, and Paint Tool modes have been tested and work, usually at 60 FPS. Road to WrestleMania hasn’t been tested and can crash at any point, and neither have Universe or online play. It has only been tested on Windows 11 with an AMD Radeon RX 7900 XT. The latest version is 0.5.0 (October 2), with the native renderer in beta. 54 of its 69 commits list Claude as a co-author.
You needYour own disc image (.iso) of WWE SmackDown vs. Raw 2011 for Xbox 360, USA or Europe; the launcher checks all 366 files against that release and refuses any other. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan, and about 6 GB free; a controller is recommended.