xboxrecomp
A public static recompilation toolkit for original Xbox games: it translates every function of the XBE executable’s x86 code into C, which compiles into a native program for Windows, and also for Linux and macOS (x86-64 and ARM64). A Python pipeline parses the XBE, disassembles it, identifies library functions, recovers calling conventions, and generates the C. Its runtime libraries reimplement the Xbox kernel, Direct3D 8 on Direct3D 11, sound, input, USB, and video playback; parts of the audio processor and the NV2A GPU come from xemu. It was built with Burnout 3: Takedown as its reference title and is behind several ports in this catalog, such as Burnout 3, Mercenaries, Blinx 2, Jet Set Radio Future, Ninja Gaiden Black, and SSX Tricky. It’s at 0.15.0 (October 19). Its author states it was built with Claude Code.
- Type
- Recompiler
- Consoles
- Xbox
- Author
- sp00nznet
- Stars
- 402
- Last activity
- 2026-11-06 · 5 days ago
- Latest version
- v0.17.0 · 2026-11-06
- License
- MIT
- Language
- C
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[](https://recompendium.com/en/tool/xboxrecomp/) Recompiled with this tool 41
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Burnout 3: Takedown (xenophobentx)
xenophobentx/takedawn
Takedawn: native Mac, Windows, Linux, and Steam Deck port by static recompilation. The original Xbox x86 executable is translated to C and compiled for x86-64 and arm64, and a runtime draws the NV2A graphics commands with Metal or Vulkan. Adds render scale up to 4x, a widescreen HUD fix, ultrawide, your own music, and 5.1 surround.
You needYour own copy of the North American (NTSC-U) Xbox disc. The project ships no game files.
Ninja Gaiden Black
gamboozino/ngbrecomp
A native Linux and Windows port of the US Xbox release by static recompilation with an adapted version of xboxrecomp, with its own Vulkan renderer that takes the game’s Direct3D calls instead of emulating the GPU. It runs at a steady 60 fps even on the Steam Deck, with render resolution up to 10x, anisotropic filtering, MSAA, sharper shadows, and 4:3, 16:9, 16:10, and 21:9 aspect ratios. It adds keyboard and mouse with on-screen key prompts, rebindable controls, mouse support in menus, skippable movies, options to unlock difficulties and costumes, and cheats. On first launch it installs the game from your disc image. The Ninja Gaiden arcade cabinet in Han’s bar doesn’t work, since on the disc it’s a separate program. There’s an experimental Apple Silicon Mac build you have to compile yourself. 9 of its last 100 commits list Claude as a co-author.
You needYour own US (NTSC-U, title ID 5443000D) Ninja Gaiden Black Xbox disc, as an image or extracted. Plus 64-bit Windows 10 or 11 or 64-bit Linux (glibc 2.35 or later), with Vulkan 1.3, and about 6 GB of free space.
Jet Set Radio Future (JuMatt)
JuMatt/JetSetRadioFuture-Unleashed
JSRF Unleashed: a static recompilation of the US Xbox release on xboxrecomp. The game’s x86 code is translated into C, and the graphics and audio hardware come from xemu’s models. The main build is for Apple Silicon Macs (with Metal or OpenGL); there are also builds for Linux, Windows (tested only under Wine), iPhone and iPad, and Android (tested only in the Android emulator). Its author calls it playable but early: the opening, the tutorial, and Dogenzaka Hill are the most tested parts, and later areas have seen little testing. It has unstretched 16:9 widescreen, a 1x–4x internal resolution, and SDL controller support. 11 of its last 100 commits list Claude as a co-author.
You needYour own US (NTSC-U) Jet Set Radio Future disc, as an extracted folder with default.xbe or as an ISO image; other regions’ discs won’t work. On Mac, macOS 12 or later on Apple Silicon; on Windows and Linux, OpenGL 3.3.
Def Jam: Fight for NY (vyanhursky)
vyanhursky/DefJamFFNY-recomp
An unofficial native port for Windows, Apple silicon macOS, and x86-64 Linux (Steam Deck included) by static recompilation of the US Xbox release with xboxrecomp: the executable is translated to C and compiled ahead of time, and an Xbox compatibility runtime supplies graphics, sound, and input. It uses Direct3D 11 on Windows and Vulkan on Mac and Linux. It runs at 60 fps, with 1x–4x internal resolution, windowed or borderless fullscreen, 16:9 and 16:10 widescreen in beta (21:9 and 32:9 experimental), controllers with remapping, rumble, and hot-plugging, keyboard, and up to four local players, with no online play. It has a launcher and an in-game overlay (F1), an option to skip the startup movies, and, from that overlay, EA’s developer menu, which was locked away in the retail build. The installer checks your copy and builds the game on your machine, and can optionally generate 4x HD textures from it. Its README says all game functionality works, though its testing doesn’t cover a full Story campaign. The latest version, 0.10.6 (October 20), introduced a new launcher. Its author states it’s developed with help from Claude Code and Codex.
You needYour own US copy of Def Jam: Fight for NY for Xbox, as an ISO or XISO image or an extracted folder, matching the project’s dump manifest; PS2 and GameCube copies won’t work. Plus x64 Windows (the installer can install Microsoft’s Build Tools if they’re missing), macOS 11 or later on Apple silicon with the Xcode Command Line Tools, or x86-64 Linux; about 12 GB free for the build, plus 15 GB more if you generate the HD textures.
Black (portingpete)
portingpete/Black-2006-Recomp
Black 2006 Recomp: a static recompilation of the Xbox version for Windows, separate from TGP482’s and Spark198rus’s ports and built with xboxrecomp; on Linux it runs through Wine or Proton, and since alpha.2 it can be built entirely on Linux. It draws with Direct3D 11 and has keyboard and mouse, XInput controllers, and native audio. Its launcher checks your disc, copies it, installs any missing tools with winget, and builds the game on your machine; it also has settings, key rebinding, a save editor to unlock missions, and menus in six languages. It adds ambient occlusion (SSAO, HBAO, HBAO+, or GTAO), screen-space reflections in place of the 128×128 environment maps, a wider field of view, a photo mode, checkpoints kept between sessions, an optional crosshair and hit markers, and experimental two-player split screen. It optionally supports the BLACK HD Reimagined texture pack, made for the PS2 version and downloaded separately from ModDB, through a table that pairs 1,161 game textures with the pack’s files. It has been tested through the first mission; the rest hasn’t been played through. The latest published release, 0.1.0-alpha.2, came out on October 14. Its README says it was developed with help from Claude Code and OpenAI Codex. The repository includes translations of the game’s 1,724 menu texts into five languages and subtitles for nine cutscenes, with an English transcript of their dialogue and its translations; the original menu text is taken from your copy.
You needYour own copy of Black for Xbox, the supported release (default.xbe must match the SHA-256 given in the README), as an ISO (XISO or a full Redump dump) or an extracted folder; other releases and the PS2 version won’t work. Plus 64-bit Windows, a CPU with AVX2, and a Direct3D 11 graphics card; building needs Visual Studio 2022’s C++ tools, CMake, Python, and Rust, which the launcher can install. On Linux, Wine or Proton with native d3dcompiler_47.
Mercenaries: Playground of Destruction
KraftMacAndChee/Mercenaries-Recompiled
Mercenaries Recompiled: a native Windows port built with xboxrecomp, which translates the original Xbox executable to C and adds compatibility layers for graphics, audio, input, memory, and system services. It supports keyboard and mouse or a controller with configurable controls, resolution and aspect-ratio options, a frame cap from 30 to 120 fps or uncapped, and a choice of whether to keep the original game’s bugs. The launcher extracts and verifies your ISO on first launch. There’s only a 64-bit Windows build.
You needYour own ISO of the US Xbox retail release. The PS2 disc won’t work.
Burnout 3: Takedown (sp00nznet)
sp00nznet/burnout3
A static recompilation of the Xbox version into a native Windows executable with xboxrecomp, the same author’s toolkit: the game’s x86 code is translated to C on your machine, boots through its real entry point, and runs its own menus, races, and renderer on the toolkit’s runtime, which provides the Xbox kernel, a software NV2A GPU, the audio processor, and the video player. Every mode boots and plays, for one or two players (Race, Time Attack, Road Rage, Crash, Double Impact, Team Crush, and Party Crash for 2 to 8 passing the pad), but it isn’t comfortable to play yet: with the GPU emulated in software, menus run at about 14 fps and races at 2–4 fps on a 12-core CPU, and since it doesn’t save a profile, every launch replays the tutorial videos. Xbox Live and System Link haven’t been attempted. Takedawn, by xenophobentx, already in the catalog, is based on this project. 0.1.0 came out on October 20 with an installer that downloads the source and the toolkit, installs the tools, and builds the game from your disc image (one to two hours the first time). 99 of its last 100 commits list Claude as a co-author.
You needYour own Burnout 3: Takedown disc image (.iso) for Xbox, or an unpacked copy; the executable the project analyzes is the North American release’s. Plus 64-bit Windows 10 or 11, about 12 GB of free space, and an Xbox or XInput controller (two for split screen), since there are no keyboard controls.
SoulCalibur II (Xbox)
tmcleroy/soulcalibur2-recomp
An unofficial native port of the Xbox version for macOS, Linux (Steam Deck and Steam Machine included), Windows, and Android, by static recompilation: the game’s program is translated to C ahead of time and runs on a native runtime, the one from NoRain211’s Dead or Alive recompilations, with sp00nznet’s xboxrecomp as the lifter. Its hallmark is bringing the three console-exclusive guests together: Spawn, from the Xbox version, and Link and Heihachi, which the launcher converts on your machine from your GameCube and PS2 discs (models, moves, weapons, voices, and endings) and which show up in every mode. Arcade, VS, Weapon Master, the Extra modes, the Museum, and two-player online play with rollback, match codes, a lobby, and chat all work. It adds a training mode (hit boxes, frame data, a dummy that records and replays, save states), a free camera with pause and photo mode, widescreen, resolution up to 8x, RetroArch CRT shaders, the GameCube version’s HD texture pack for Dolphin if you download it yourself, cheats, and a self-updating launcher; on Android, touch controls. It’s been tested mostly on macOS; the Windows build compiles but is untested. v0.3.0-beta.1 (November 5) is the latest of 20 releases. 46 of its 76 commits list Claude as a co-author.
You needYour own disc image of Soulcalibur II for Xbox, US or European release (the latter, for now, only on the Mac and without the guests), as an .iso, or the disc’s Default.xbe; the launcher checks its SHA-256. For Link and Heihachi, which are optional, your own GameCube disc, PS2 disc, or both. Plus macOS 26 or later on Apple silicon, x86-64 Linux with Vulkan and shaderc, 64-bit Windows 10 or 11 (untested), or 64-bit Android 10 or later with Vulkan.
SSX Tricky (GiZcesi)
GiZcesi/OpenTricky
OpenTricky: an unofficial PC port of the Xbox version by static recompilation with xboxrecomp; it continues MatiasRiveraC’s SSX Tricky PC. The Xbox’s graphics, sound, and input are reimplemented on Direct3D 11, XAudio2, and XInput. It’s an unstable release, but it plays from start to finish. It restores the original’s fog, lens flares, colors, and 5.1 sound, and adds any resolution, ultrawide, high frame rates, the original PS2 controls with all 15 grabs, remappable controls, smoother edges, soft shadows, longer draw distance, and optional HD textures, which aren’t included. A launcher with presets, including one for the Steam Deck, gathers the settings and updates itself with signed downloads. On Linux and the Steam Deck it runs through Proton.
You needAn image (.iso or .xiso) of your own US SSX Tricky Xbox disc; the PS2, GameCube, PAL, and Japanese versions won’t work. Plus 64-bit Windows 10 or 11 and a Direct3D 11 graphics card; on Linux and the Steam Deck, Proton.
Prince of Persia: The Sands of Time
FulGerNet/rePOP
reSOT: a static recompilation of the original Xbox builds of The Sands of Time for Windows, using a patched copy of xboxrecomp that lifts all of default.xbe to C; the NV2A graphics commands are drawn with Direct3D 11. A person has played the E3 2003 demo up to the third level, and the NTSC retail version reaches its first playable level. Both are still being tested: there are crashes and visual glitches, the sound is pitched too high, in-level frame rates stay below 60 fps, and saving still fails in the retail version. It has 16:9 widescreen and its own graphics and controls options menu; the demo plays with keyboard (in the PC version’s layout), mouse, or gamepad, and has a Load Map menu the author recovered from the game files. The goal is both versions fully playable from your own discs. 13 of its 28 commits list Claude as a co-author.
You needFiles from your own Xbox discs: the E3 2003 demo or the NTSC retail version, identified by the SHA-256 of their default.xbe. There are no releases: you build it on Windows with MSVC and CMake.
Midnight Club 3: DUB Edition
laureladastra/mcdub3-nx
A recompilation of the original Xbox version, translated instruction by instruction into C with xboxrecomp and compiled for Linux, macOS, Windows, and also the Nintendo Switch, with no emulation. Per the project, on Mac and Linux 30 fps holds with 5x upscaling (close to 4K) and the Windows version is experimental; on Switch it can be played through to 100% career progress, at 20-25 of the game’s maximum 30 fps. It supports the US (NTSC-U) and European (PAL) discs, with a guided installation page for the Switch. The published releases (0.2.0, from October 24) are only the Switch .nro files: on Mac, Linux, and Windows you build it from the source, with an installer for Windows, and the game’s code is translated on your machine. 79 of its last 100 commits list Claude as a co-author.
You needYour own disc copy of Midnight Club 3: DUB Edition for the original Xbox, US or European, extracted (default.xbe and the other files; a tool in the repository extracts the ISO). Plus macOS, Linux, or Windows, with the build tools that the Makefile or the Windows installer sets up.
Dead or Alive 3
parkerallan/doa3-recomp
A native Windows port by static recompilation: the original Xbox’s x86 executable is translated to C and built as a 64-bit program. It’s made with xboxrecomp, sp00nz’s recompilation kit, and follows sp00nz’s Burnout 3 port, from which it takes the translator from NV2A graphics to Direct3D 11. According to its author, every game mode is fully playable. It adds an online mode for single and tag matches against another player: the host shares a code, no router setup is needed, and both machines run the same match with a small input delay, with no prediction or rollback. It’s capped at 60 fps, windowed or borderless fullscreen, in 4:3 or 16:9, with internal resolution scaling up to 1440p (3x). The Esc key opens a menu with online play, controller mapping, and settings, and since 1.0.4 (October 18) an updater. On first launch it extracts the files from your disc image. The latest version, 1.0.6, came out on October 19.
You needYour own US copy of Dead or Alive 3 for Xbox, as an .xiso image. Plus 64-bit Windows. For online play, the host PC needs an inbound Windows Firewall rule, and behind a symmetric NAT a network such as Tailscale or ZeroTier is needed.
The Lord of the Rings: The Two Towers (Gumpolas)
Gumpolas/TooTawersRecomp
The Two Towers Recompiled: a native port of the US Xbox release by static recompilation with xboxrecomp, separate from the one in Athelas. It runs on Windows and Linux, and experimentally on macOS (Intel, or Apple silicon through Rosetta 2). It draws with Direct3D 11, Vulkan (DXVK, included), or OpenGL, with 1x–12x internal resolution, 4:3 to 32:9 with the HUD at the screen’s edges and widescreen cutscenes, MSAA, FXAA, and anisotropic filtering. It runs at 30 fps as on the Xbox, or at 60, 75, 90, 100, 120, 144, 165, 200, 240, or 300, or experimentally uncapped. It has keyboard and mouse with everything rebindable, mouse aiming and steering, controllers with rumble, in-game options pages, and a settings panel (F10). It translates every text in the game, subtitles included, into 33 languages besides English. Its “Ultra textures” bring the game’s menus, text, and HUD upscaled 4x and can use the GLOS69 GameCube texture pack, downloaded separately. It includes as mods the ECTS 2002 demo’s HUD, orange health pickups, and seven new playable heroes. Its README says the game is fully playable, though not everything works perfectly yet. Version 1.9.5 (October 21) moved more of the game to native code and fixed bugs at high frame rates and sound dropouts. Two of its commits, those for versions 1.9.2 and 1.9.4, list Claude as co-author. The repository and the download include the translations of the game’s text into those 33 languages; the original English text is taken from your copy.
You needYour own US copy of The Two Towers for Xbox, as an ISO image or an extracted folder. Plus 64-bit Windows 7 SP1, 8.1, 10, or 11, 64-bit Linux with glibc 2.27 or later, or macOS 10.15 or later.
SSX 3 (koenhendriks)
koenhendriks/SSX3-recomp
A static recompilation of the PAL Xbox release into a native Windows and Linux program, built with xboxrecomp (pinned at 0.13.1, with the project’s own patches): the game’s code runs as native code, and the Xbox GPU is emulated on Vulkan. According to the project, the whole game works: every Race and Freestyle event on all three peaks, Conquer the Mountain, two-player split screen, and saves. It runs at 60 fps, including the stretches where the original dropped to 30, at your monitor’s height and in true widescreen (16:9, 21:9, or 32:9), with a widened camera and the HUD at the edges. It adds up to 8x MSAA, anisotropic filtering, up to double view distance, sharper shadows, 5.1 surround sound on Windows, an optional CRT TV filter, and rebindable keys, and a launcher checks your copy and gathers the options. Since October 19, the repository includes Bl4ckH4nd’s HD texture pack for the PS2 version, matched to the Xbox textures, which the project says is distributed with EA’s approval. The only release, 0.1.0 (October 16), is for Windows; on Linux you build it yourself, and on Linux for Apple silicon Macs (Asahi) it reaches the menus. The audio effects processor isn’t implemented, so there’s no reverb.
You needThe files from your own PAL copy of SSX 3 for Xbox: default.xbe and the data folder, extracted from the disc (for example, with extract-xiso); the launcher checks that it’s the PAL release. Plus 64-bit Windows 10 or 11 and a Vulkan graphics card; on Windows N editions, the Media Feature Pack. Building it requires Visual Studio 2022 with C++, the Vulkan SDK, Git, and Python 3.9 or later; on Linux, GCC or Clang, CMake, Ninja, SDL2, and the Vulkan headers.
RalliSport Challenge 2
Mortify7612/RallisportChallenge2-decomp
A static recompilation of the NTSC Xbox release (title 0x4D530039) for Linux and Windows, built with xboxrecomp plus its own runtime work: a Linux platform layer, a Vulkan renderer for the NV2A GPU, sound, input, and kernel fixes. Boot, intro movies, menus, profiles, career mode, stage loading, and racing work. It renders at up to 6x internal resolution, with the game’s own 16:9 widescreen mode and frame rates above 60 (the game keeps time by the clock), and adds MSAA, anisotropic filtering, ambient occlusion, and HDR output. Sound goes through SDL2 with the game’s per-environment reverb (tunnels, forest, valleys, in the car), though the Xbox audio DSP isn’t emulated. It supports keyboard and controllers with rumble, and a pre-game launcher sets resolution, aspect ratio, GPU, display mode, frame rate limit, audio, and controls, and can add the game to Steam. The code translated from the executable is generated on your machine from your default.xbe. The Windows build was tested on real Windows from 0.5.1 on; the latest release is 0.6.0 (October 17). All 73 of its commits list Claude as a co-author. The source also includes one function translated from the executable, the controller-reading function of the Xbox development kit’s XInput library, which the port uses to record and replay input.
You needThe files from your own NTSC copy of RalliSport Challenge 2 for Xbox (the folder with default.xbe, Layer0, Layer1, Media, Movies…), in a game folder next to the program. Plus 64-bit Windows 10 or 11 with a Vulkan 1.3 graphics driver; the released Linux build needs an up-to-date Arch-based distribution (glibc 2.43 or later, SDL2, glslang 16…), and on other distributions you have to build it.
TimeSplitters 2
phobos665/split2-recomp
split2-recomp: a static recompilation of the Xbox version of TimeSplitters 2 for Windows, using xboxrecomp. There are no prebuilt executables: the game’s code is translated to C on your own PC from your copy, then compiled. The front end and a story mode level have been played, at 60 fps, with higher internal resolution, a frame counter, and rebindable controls; the other modes haven’t been tested yet. 3 of its 21 commits list Claude as a co-author.
You needYour own copy of TimeSplitters 2 for Xbox, PAL or US release, extracted from the disc. Building it requires Windows 10 or 11, Visual Studio, CMake, Python, and Git.
Buffy the Vampire Slayer: Chaos Bleeds
KaikoClanworth1/buffy-chaos-bleeds-pc
A native Windows port of the Xbox version, with the game’s code translated to C using xboxrecomp and built as an ordinary program: it is not an emulator. It draws with Vulkan by default, or Direct3D 11, at 720p, 1080p, 1440p, or 4K as well as the original 4:3 sizes, at a steady 60 fps or up to 360 with the game still at its own speed. A launcher installs, configures, and starts the game, switches mods on and off with a checkbox without changing the game files, and supports a second player in the campaign, in two windows or split screen, and HD texture packs, with a dump of the game’s textures as in Dolphin and PCSX2. The same base runs on Android with touch controls. Version 1.0.2 (October 2) added more texture pack formats on PC and made them work on Android. The README itself says Claude Code wrote most of the port with its author directing and testing, and all 15 commits in the repository list Claude as a co-author. The repository does not include the game.
You needYour own copy of Buffy the Vampire Slayer: Chaos Bleeds for Xbox (European or North American release), as a disc image (.iso or .xiso). Plus 64-bit Windows with a Vulkan or Direct3D 11 graphics card and, if you want to use a controller, an XInput controller.
The Nightmare Before Christmas: Oogie's Revenge (josiahg2502-glitch)
josiahg2502-glitch/OogiesRevengeRecompiled
A native Windows port of Tim Burton’s The Nightmare Before Christmas: Oogie’s Revenge (Xbox, USA), by static recompilation of the x86 code to C++ with xboxrecomp; no emulator. According to the README the whole executable is recompiled and runs its own game logic at a steady 60 frames per second with sound; Direct3D 8 is replaced by a Direct3D 11 renderer that translates the game’s vertex and pixel shaders to HLSL, and the intro, menus, a new game, and the first level (Town Square) render correctly at 4K. The game’s own menu, drawn with its art from the disc, serves as the launcher (it copies your disc on the first start and offers Play, Settings, Controls, and Mods; F1 opens it during play). There are options for resolution up to 4K, aspect ratio, 120 frames per second with intermediate frames, ray-marched ambient occlusion, and support for mods that replace disc files. Version 1.0.1 (October 23) is the latest. All 4 of its commits list Claude as a co-author.
You needYour own disc of The Nightmare Before Christmas: Oogie’s Revenge for Xbox, USA version (title ID 42560004), as a Redump .iso, an xiso, or an extracted folder; the first start checks default.xbe against its SHA-256. 64-bit Windows 10 or 11; to build from source, Python 3.
Tom Clancy's Ghost Recon 2
ElKev118/ghostrecon2-recomp
A native Windows port of Tom Clancy’s Ghost Recon 2 (original Xbox, 2004). The game’s code is statically recompiled from default.xbe to C with the xboxrecomp toolkit (a fork of sp00nznet/xboxrecomp) and the Xbox hardware is replaced by native code: kernel, NV2A GPU on Vulkan, MCPX audio on XAudio2, controllers through SDL2, keyboard and mouse. The recompiled code is generated on your machine from your default.xbe. An options menu (Delete or Home) offers window mode, VSync, frame limit, internal resolution from 1× to 6×, aspect ratios, SMAA, FSR 1 upscaling, RCAS sharpening, volume, and reverb. Version 1.2 (October 26) is the latest. All 84 of its commits list Claude as a co-author.
You needYour own copy of Ghost Recon 2 for the original Xbox, with the disc’s contents (extracted ISO, including default.xbe) in the game folder. 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3, and the Microsoft Visual C++ Redistributable 2015–2022 (x64).
Panzer Dragoon Orta (SeveerJ)
SeveerJ/Orta_PC_Recomp
A native Windows version of Panzer Dragoon Orta (original Xbox), made by statically recompiling the game’s code to C and running it on a PC reimplementation of the Xbox kernel, GPU (NV2A, on Direct3D 11), and audio. It builds on sp00nznet’s xboxrecomp toolkit, with many GPU behaviours matched against xemu. The README says it is a work in progress in which every episode is playable from start to finish. The installer (OrtaPC_Setup, about 2 MB; v0.6 Beta is from October 28) looks for your disc image, downloads Python, the capstone disassembler, and the llvm-mingw compiler (about 300 MB), translates and compiles the game (20 to 30 minutes), and installs it. The repository description presents it as made entirely with AI. All 30 of its commits list Claude as a co-author.
You needYour own copy of Panzer Dragoon Orta for Xbox, North American release, as an .iso image or an unpacked folder with default.xbe; the installer checks it is that game. 64-bit Windows 10 or 11, a DirectX 11 graphics card, and an XInput controller.
Conker: Live & Reloaded
cdetv/conker-live-recompiled
Conker: Live & Recompiled: a native Windows port of the Xbox’s Conker: Live & Reloaded, statically recompiled with xboxrecomp, Ned Heller’s (sp00nznet) toolkit, through its author’s own fork. The game’s original program is translated to C and built as a normal Windows program. It isn’t an emulator: a small runtime stands in for the Xbox’s system, its graphics chip (now Direct3D 11), its sound chip (emulated as in xemu), and its controllers. According to the README, the story plays from start to finish, multiplayer works against bots, and saving and loading work; the author checked it frame by frame against the original game running in xemu. It runs at any resolution and aspect ratio, with a 50–200% render scale (FSR 1 below 100%), at 60 fps with the game running at its correct speed (or at 30, like the original), with anisotropic filtering, FXAA or SMAA, and CAS sharpening, and with a fix that keeps grass, fur, and distant characters in view; depth of field, glow, haze, and the vignette can be adjusted or turned off. It adds keyboard and mouse with mouse look everywhere, PS4 and PS5 controllers with no extra programs, rumble, a photo mode, text in six languages (the voices stay in English), custom PNG textures, and fixes for glitches the Xbox version had too. The launcher imports your copy from a disc image, the default.xbe, or a .zip, .7z, or .rar, checks that it’s the PAL or US edition, and updates itself; if you want, it also downloads the fan-made decensor patch by nastys, Vaani, and Theconker64. Xbox Live and System Link don’t work. The README says most of the code was written by AI, such as Claude Code, under the author’s direction. The latest version is 0.1.3 (October 31).
You needYour own copy of Conker: Live & Reloaded for the original Xbox, PAL or US edition: a disc image (a Redump .iso or XISO), the disc’s default.xbe, or a .zip, .7z, or .rar holding either. The launcher checks the edition and copies about 4.5 GB. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, and about 5 GB of free space; Windows N editions need Microsoft’s Media Feature Pack for the movies.
Def Jam: Fight for NY (comoria08)
comoria08/defjam_recomp
A static recompilation of the US Xbox release into a native Windows program: the game’s code is translated to C and compiled on your machine from your disc image, with a fork of xboxrecomp that carries the port’s fixes. The documentation is in French, with an English summary. Version 1.0.0 (October 9) comes in two packages: a light one, which builds with Visual Studio and supports DLSS on NVIDIA RTX cards, and a full one of about 100 MB, without DLSS, which bundles Clang, Python, capstone, and CMake and needs nothing installed. The installer checks your image, extracts it, translates the code, and compiles it in a few minutes; with the light package it offers to download NVIDIA Streamline 2.14.1 (276 MB) from NVIDIA’s official repository and checks its hash before using it. On launch a settings window opens with resolution, 4:3 or 16:9 (with an option to keep menus and HUD at 4:3), fullscreen, texture filtering, rendering effects, and mods, which are files that replace the disc’s. Both of its commits list Claude as co-author.
You needThe disc image (.iso) of your own US copy of Def Jam: Fight for NY for Xbox; the installer refuses the European release and any other. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, about 4 GB of free space, and an Xbox-style (XInput) controller, since the keyboard doesn’t control the game. The light package needs Visual Studio Build Tools (C++), Python 3 with capstone, and CMake, which the installer offers to install with winget if you agree.
Blinx 2: Masters of Time and Space (apexJCL)
apexJCL/blinx2-recomp
A static recompilation of BLiNX 2: Masters of Time & Space for the original Xbox that turns your own copy into a native program for Windows, Mac (Apple Silicon), or Linux with the Steam Deck. The game’s x86 code is lifted to C with the xboxrecomp toolkit and compiled together with a replacement Xbox kernel, GPU (NV2A), and audio (APU); it is not an emulator. A wizard (blinx2-wizard) builds and installs the game from your dump; on Linux and the Steam Deck the Windows bundle runs under Proton, and on Mac there is a Metal renderer. The README says it plays with sound and saves, and it brings widescreen options, a free camera, and a HUD texture pack. The latest version is v2026.10.4 (October 30), with wizards of about 12 to 24 MB. 3 of its 30 commits list Claude as a co-author.
You needYour own copy of BLiNX 2: Masters of Time & Space for Xbox, as an .iso image or an extracted folder with default.xbe; the project refuses other titles. A machine to build it on (Mac with Apple silicon, Linux, or Windows) with about 15 GB free, uv, git, and Python 3.9 or later; the project downloads the other tools itself.
Dead or Alive 2 Ultimate (parkerallan)
parkerallan/doa2u-recomp
A native Windows port of Dead or Alive 2 Ultimate (Xbox) by static recompilation, made with xboxrecomp, sp00nz’s toolkit: the original Xbox executable is translated to C and compiled as a 64-bit program, and rendering goes through a layer that translates Direct3D 8 and the NV2A GPU to Direct3D 11. It also builds on the same author’s Dead or Alive 3 port, from which it takes the Direct3D 11 rendering, movie playback, and the overlay menu. According to the README, matches are now playable in all modes, though bugs and slowdowns remain. It offers 60 frames per second, windowed or borderless, 4:3 or 16:9, internal resolution up to 4K, MSAA, VSync, and online matches with a leaderboard through Insignia. The repository includes the game’s code already translated to C by the recompiler and the disassembly of its executable’s code sections (about 110 MB, with the function, reference, and string lists that come out of the analysis); the disc’s files aren’t included. The latest version is the netplay-v1.0.1 pre-release, from October 29.
You needYour own copy of Dead or Alive 2 Ultimate for Xbox (Disc 2 of Dead or Alive Ultimate): the disc’s contents go in an assets folder next to DOA2U.exe, so that assets/DOA2.xbe exists. 64-bit Windows; to build it, Visual Studio 2022 and CMake 3.20 or newer.
Breakdown
Heromachine/Breakdown-Recompilation
A Windows launcher that turns your own copy of Breakdown (Namco, 2004, original Xbox) into a native build. It uses a fork of xboxrecomp to statically recompile the game’s code to C instead of emulating it; the first time it runs it asks for your disc image (USA) and builds the game on your computer, in a few minutes and only once. It is an early, incomplete, but playable release. Known issues in 0.2.2 include background music in some rooms playing a short repeating fragment, loading after dying taking a long time, and some textures appearing late. It offers brightness, full screen (with black bars to keep 4:3), and a saved-games folder. Version 0.2.2 (October 8) is its first published release. Its only commit lists Claude as a co-author.
You needYour own .iso image of the Breakdown disc for Xbox, USA version. 64-bit Windows 10 or 11, a graphics card with Direct3D 11, and about 6 GB free for the one-time build. An Xbox-style controller is recommended.
The Nightmare Before Christmas: Oogie’s Revenge (Pallypots)
Pallypots/ProjectOogie
Project Oogie: a native Windows port of The Nightmare Before Christmas: Oogie’s Revenge (Xbox, 2005) made by static recompilation with XboxRecomp, without an emulator. The game’s program (10,534 functions) is translated to C and compiled for PC, and the parts of the Xbox it talks to are reimplemented: graphics with Direct3D 11, sound with XAudio2, and controllers with SDL. It offers widescreen that shows more of the world, render resolution up to 2160p, quality presets, anti-aliasing, sharpening, anisotropic filtering, mipmaps, and a locked 60 fps. According to the README all 24 chapters load and run without crashes in automated tests, and the author has played by hand into Chapter 7; frame rates above 60 aren’t built yet. It can also be played on Linux and the Steam Deck with Proton (tested under Wine 10). The latest version is 0.2.2 (October 30), a zip of about 12 MB. All 5 of its commits list Claude as a co-author.
You needYour own disc image of The Nightmare Before Christmas: Oogie’s Revenge for Xbox; the port reads the art, sound, films, and levels from it on first start. 64-bit Windows; on Linux and the Steam Deck, Proton.
Tom Clancy’s Ghost Recon 2: Summit Strike
ElKev118/summitstrike-recomp
A native Windows version of Tom Clancy’s Ghost Recon 2: Summit Strike (original Xbox, 2005). The game’s code is statically recompiled to C from its default.xbe with the xboxrecomp toolkit, in the author’s fork, and the Xbox hardware and system software are replaced with native code (kernel, NV2A GPU to Vulkan, MCPX APU to XAudio2, USB pads with SDL2, keyboard and mouse). According to the README, the whole single-player campaign and its cutscenes play through; multiplayer, co-op, System Link, and Xbox Live are not covered, and the port’s options menu works only with keyboard and mouse. It offers internal resolution from 1x to 6x, SMAA, FSR 1, RCAS, aspect ratios, and a shader cache. Version 1.0 is from October 26. All 8 of its commits list Claude as a co-author.
You needThe contents of your own Summit Strike Xbox disc, extracted (with default.xbe and its folders) into a game folder beside the executable. 64-bit Windows 10 or 11, a Vulkan 1.3 GPU, and the Visual C++ 2015–2022 Redistributable (x64).
Harry Potter and the Philosopher's Stone
MiddleDucky/HP-PS-Xbox-Recomp
A native Windows port of Harry Potter and the Philosopher’s Stone (original Xbox, 2003, PAL version), by static recompilation: the game’s x86 code is translated to C and compiled for Windows, with the Xbox kernel, Direct3D 8, DirectSound, and input replaced by native code; it is not an emulator. It adds resolutions up to 4K with MSAA or SMAA and anisotropic filtering, true 16:9 (widened 3D, 2D kept in shape), windowed, borderless, or fullscreen modes, keyboard and mouse with rebinding, controller settings, colour-blind correction filters, a 30 frames-per-second cap or an unlocked frame rate, and “Quit To Desktop” in the game’s menus. Version 0.2.1 (October 25) is the latest; 0.1.0 came out on October 21. The README says the project was aided by Claude Code.
You needThe files from your own Harry Potter and the Philosopher’s Stone disc for Xbox (PAL), or its .xiso, in a game folder beside the executables; the build regenerates the recompiled code from your default.xbe. 64-bit Windows 10 or 11, a CPU with SSE4.1 and 4 threads, 4 GB of RAM, a DirectX 12 card (feature level 11_0), and about 3.1 GB free; Windows N editions need the Media Feature Pack.
Blood Wake
minimalice92/bloodwake-recomp
Blood Wake (Xbox, 2001) as a native Windows game: a static recompilation you build from your own disc. The game’s program is translated to C with the xboxrecomp toolkit and compiled by Visual Studio; the toolkit’s runtime stands in for the Xbox’s system, memory, sound chip, and controllers, and this port brings a Direct3D 11 graphics back end. According to the README it is complete: every function recompiled, all 28 story missions, Battle Mode, and split screen for up to four players, in two editions: Original as it shipped (4:3, 30 fps) and Remastered, with ultrawide, 4K, up to 290 frames per second, and 17 bugs from 2001 fixed. The installer (BloodWakeRecomp-Setup, about 3.7 MB; 0.2.4 is from October 29) builds the game on your PC in about 15 minutes. The README explains that the engineering was done by Claude with more than 70 AI agents.
You needYour own Blood Wake disc for Xbox, copied to your PC as a folder of files, an XISO, or a full disc image; only the retail release in fingerprints/retail.json is accepted. 64-bit Windows 10 or 11 with a DirectX 11 graphics card and a few GB free (the game’s files alone are about 2 GB); an XInput controller or the keyboard.
Harry Potter and the Chamber of Secrets
MiddleDucky/HP-COS-Xbox-Recomp
A native Windows port of Harry Potter and the Chamber of Secrets (original Xbox, 2002, NTSC-U version), by static recompilation: the game’s x86 code is translated to C and compiled for Windows, with the Xbox kernel, Direct3D 8, DirectSound, and input replaced by native code; it is not an emulator. It adds resolutions up to 4K with MSAA or SMAA and anisotropic filtering, true 16:9 (widened 3D, with 2D and cutscene shots kept in shape), windowed, borderless, or fullscreen modes, 5.1 surround sound, keyboard and mouse with rebinding, controller settings (deadzones, vibration), colour-blind correction filters, and shaders prepared ahead. Version 0.1.0 (October 25) is the only published release. The README says the project was aided by Claude Code.
You needThe files from your own Harry Potter and the Chamber of Secrets disc for Xbox (NTSC-U), or its .xiso, in a game folder beside the executables; the build regenerates the recompiled code from your default.xbe. 64-bit Windows 10 or 11, a CPU with SSE4.1 and 4 threads, 4 GB of RAM, a DirectX 12 card (feature level 11_0), and about 3 GB free; Windows N editions need the Media Feature Pack.
⑂ Fork of phobos665/payne-recomp
Max Payne
endmgs/payne-recompiled
An unofficial native recompilation of the Xbox version of Max Payne (2001) for Windows, forked from phobos665/payne-recomp and built on the xboxrecomp toolkit: the game’s code was translated to C and compiled into a normal Windows program, with keyboard and mouse controls in the style of the PC release, 60 fps, widescreen, high resolutions, and subtitles. Its own commit adds a launcher that installs from the ISO image, a developer mode (chapter select, god mode, and weapons), PC controls, and settings for resolution, filtering, and frame rate. The subtitles, which the original game lacks, are made with Python scripts that run speech recognition over the game’s own speech files. According to the README all 66 levels load and play under scripted input. v1.0.0 (October 17) is a Windows zip of about 13 MB with the already built program. 5 of its 9 commits list Claude as a co-author.
You needYour own disc image of Max Payne for Xbox, European (En, Fr, Es, It), with a default.xbe of SHA-1 49874fff1defd2b7923a1d61fd7bb1f41d206aa5; plain XISO and full redump images both work. Other versions need their own build. Windows, about 5.7 GB free.
Burnout
Heromachine/Burnout-Recompilation
A Windows launcher that turns your own copy of Burnout (Criterion Games and Acclaim, 2002, original Xbox) into a native build. It uses a fork of xboxrecomp to recompile the game’s code to C ahead of time instead of emulating it; the first time it asks for your disc image (USA) and builds the game on your computer, in a few minutes and only once. It is an early, incomplete release in which races can be played. Known issues in 0.1.0 include a crash scrape sound sometimes looping after a computer-controlled racer crashes, until the next crash or the end of the race, and lighting on some scenery and car parts not matching the original. It offers brightness, resolution from 1× (640 × 480) to 3×, running the graphics chip on its own thread (on by default), and full screen. Version 0.1.0 (October 14) is the only published release. Its only commit lists Claude as a co-author.
You needYour own .iso image of the Burnout disc for Xbox, USA version. 64-bit Windows 10 or 11, a graphics card with Direct3D 11, and about 6 GB free for the one-time build. An Xbox-style controller is recommended.
Amped 2 (bertibertig)
bertibertig/Amped2-Recomp
An experimental static recompilation of Amped 2 (original Xbox, 2003) into a native x86-64 program, based on xboxrecomp: the game’s code is translated to C and compiled, and the runtime and the project’s own code replace the Xbox kernel, GPU, audio, and input; there is no emulator. According to the README, on Linux (Vulkan renderer) the movies, menus, level select, and a ride with Millicent 1 work, with the HUD and challenge cards, at about 55 frames per second, and music no longer drops out. It offers resolution from 1× to 5×, 4:3, 16:9, 16:10, and 21:9 aspect ratios, and an unlocked frame rate. The Windows version is experimental and not playable yet (software renderer only, 2 to 6 frames per second, tested under Wine and Proton). Version 0.2.0 (October 21) is the latest. All 16 of its commits list Claude as a co-author.
You needYour own Amped 2 disc for the original Xbox, PAL/European version (title ID 4D530041, default.xbe with SHA-1 38e63cd016bf084d999e0a911933a52191bfc378), as an .iso image extracted with extract-xiso or xdvdfs into the game_files folder; other versions have not been tested. On Linux, glibc 2.39 or newer, SDL2, and a Vulkan driver.
SSX 3 (bertibertig)
bertibertig/SSX3-Recomp
A native port of SSX 3 (original Xbox, 2003) by static recompilation: the game’s x86 code is translated to C with xboxrecomp and compiled as an x86-64 program, while the Xbox kernel, GPU, audio, and input are replaced by the runtime and the project’s own code (a Vulkan renderer, controller support, frame interpolation); it is not an emulator. It is an early, experimental project, but you can boot the game and race: menus run at 60 frames per second and races at 55–60, with interpolation above 60, internal resolution from 1× to 5×, widescreen in races (menus stay 4:3), split screen (at about 27 frames per second, since the game itself caps it at 30), and a settings screen. A full run through the game has not been verified and the Windows build was only tested under Wine and Proton. Version 0.3.0 (October 26) is the latest. 66 of its 68 commits list Claude as a co-author.
You needYour own copy of SSX 3 for the original Xbox, PAL/European version (title ID 0x4541003C, build of September 19, 2003), as an .iso or .xiso image or an extracted folder, which the port’s installer copies; other versions are not supported. On Linux, glibc 2.39 or newer, SDL2, OpenSSL 3, libepoxy, and a Vulkan driver; Windows 10 or 11 with the Vulkan renderer.
FIFA Street 2
jv36/fifastreet2-recomp
An attempt at a static recompilation of the Xbox release (title 45410085) for Windows, with the xboxrecomp toolkit, included as a submodule with a patch of its own: the executable’s code is translated to C, 15,314 functions split across 16 files. It isn’t playable yet: the program boots, sets up the Xbox kernel layer and memory, and reaches the recompiled code’s entry point, but no window opens and it has to be closed by hand. There’s no release: the game’s code is generated from your default.xbe and built on your PC, and it isn’t in the repository. It has 3 commits and has been idle since September 16.
You needYour own FIFA Street 2 disc for Xbox, extracted with extract-xiso into the game_files folder (default.xbe and the data files). To build it, Windows 10 or 11, Visual Studio 2022 with the C/C++ desktop workload (MSVC), CMake 3.20 or newer, and Python 3.10 or newer with capstone.
Half-Life 2 (sp00nznet)
sp00nznet/hl2-recomp
A static recompilation of the Xbox version of Half-Life 2 (2005) into a native Windows executable with xboxrecomp: the x86 code in hl2_xbox.xbe is translated to C (49,487 of 49,498 functions, 13.4 million lines) and linked against its runtime, which stands in for the Xbox kernel and turns Direct3D 8 into Direct3D 11, plus DirectSound and input. The executable keeps MSVC’s RTTI, which the author used to recover 2,336 classes and 12,288 named virtual methods, most of them found in Valve’s public Source SDK 2013. The disc’s loader is recompiled too, and its own decompressor turns the disc’s archives into the format the game reads. It isn’t playable yet: it boots on its own to its main menu, drawing the background but not the options, and with xboxrecomp v0.14.0 plus a pending patch the title screen draws in full; the controller doesn’t work yet. Forcing a map, it loads 22.3 MB of the first level and shows the loading screen, but never hands off to the world. There are no prebuilt executables: the translated code is generated on your PC. All 74 of its commits list Claude as a co-author.
You needYour own copy of Half-Life 2 for Xbox, with the disc’s files extracted. To build it, Windows with Visual Studio 2022, CMake 3.20 or later, Python 3.10 or later with capstone, and an xboxrecomp checkout (v0.14.0 with change #224 for the title screen); the Source SDK 2013 is optional.
SSX Tricky (MatiasRiveraC)
MatiasRiveraC/SSX-Tricky-PC
A native Windows port of the Xbox version, by static recompilation with xboxrecomp, with Direct3D 11, XAudio2, and XInput. It’s the project OpenTricky, also in this catalog, continues. It’s a work in progress: it boots, plays the intro movies with sound, runs the whole front end, and races against the AI at 60 fps through the finish and the results screen, and saves work. It adds any resolution drawn natively, the game’s own 16:9 widescreen mode, full mipmaps, up to 16x anisotropic filtering, up to 8x anti-aliasing, a launcher with settings, and remappable keyboard and controller controls. It states that Claude Code wrote most of the code, directed and tested by its author.
You needAn .iso image of your own US SSX Tricky Xbox disc, of the exact build the port was made from; the PS2 and GameCube versions won’t work. Plus 64-bit Windows 10 or 11 and a Direct3D 11 graphics card.
Jet Set Radio Future (spriteice)
spriteice/JSRF-PC
A fork of JuMatt’s JSRF Unleashed that statically recompiles the game’s code to C and builds it as a native program for Linux and Windows, aiming to add features and bug fixes with a focus on compatibility and performance on those two platforms. The Xbox hardware (the NV2A graphics chip, the MCPX audio chip, and the kernel) is emulated using the xboxrecomp toolkit and xemu’s hardware models. It adds an in-game menu (F1, or Back on a controller), a free camera on the right stick, MSAA alongside SMAA, anisotropic filtering, smoother frame pacing, and a portable mode; from JuMatt come resolution scaling from 1× to 4×, 16:9 in gameplay, and SMAA. It is playable but early and has not been played from start to finish; Linux is the main platform. Beta 1.2 (October 29) is the latest release, with Linux and Windows packages. The README states that all of its additions to the upstream code are written by AI; 85 of its last 100 commits list Claude as a co-author.
You needYour own copy of Jet Set Radio Future, the standalone US (NTSC-U) disc, as a folder with default.xbe or a disc image (XISO or full disc image) that the program unpacks once; other versions do not work. x86_64 Linux (SteamOS, Ubuntu 22.04 or newer, and most modern distributions) or 64-bit Windows 10 or 11.
Top Spin
djultra64/Max-Spin
Max Spin is a native Windows and Linux recompilation of Top Spin (original Xbox, 2003), using SDL3 and Vulkan, with modern graphics and controls adapted to today’s controllers. It offers 4K and 16:9, a 60 frames-per-second cap by default, antialiasing, sprite filtering (Original, Super-xBR 2x and 4x), Xbox, PlayStation, and Switch button glyphs chosen from the active controller, keyboard support, in-game graphics options, and separate save and settings folders. It supports local athlete packages that replace roster players without recompiling. Releases are previews with incomplete compatibility, and Windows remains experimental. The prebuilt package ships the game’s executables already translated from its executable; the source-only release leaves them out. Version 0.1.3 (October 26) is the latest. The project discloses extensive AI use for implementation, debugging, and tests.
You needYour own extracted files from the original Xbox Top Spin disc, including the Media folder and all nine executable images, in the assets folder; the local resources are then prepared with Python 3 (it does not extract an ISO). 64-bit Linux with glibc 2.38 or newer, SDL3, Vulkan, and shaderc, or 64-bit Windows.
Blinx 2: Masters of Time and Space (Bruce Smith)
bruce-smith/Blinx2-Recompiled
A static recompilation of the US Xbox release: the game’s x86 code is translated function by function into C and compiled with MSVC, on a fork of xboxrecomp that reimplements the console’s hardware and kernel. For now the early game is playable: the intro movies, the title screen, the Time Sweepers hub, stage 01-01, and the first Tom-Tom Gang stages; later parts are largely untested. It draws with Vulkan at 30 fps, falling back to a software renderer when Vulkan isn’t available. It has sound, controller and keyboard support, saves, 2-to-4-player network play for Vs. Mode (over a LAN or a VPN), a cheats menu, and a tool that exports stages and characters to glTF. To install it, a launcher extracts your ISO, installs the tools, and builds the game on your machine. 100 of its last 100 commits list Claude as a co-author.
You needAn image (ISO or XISO) of your own US Blinx 2 Xbox disc. To build it, 64-bit Windows 10 or 11 with Visual Studio 2022, CMake, Python 3.10 or later, and Git; the launcher installs whatever is missing after asking. It also builds on x86-64 Linux, though that has only been tested under WSL2 and in containers.
Panzer Dragoon Orta (wootbeer)
wootbeer/ortarecomp
Orta Recomp: a native port of Panzer Dragoon Orta for Windows and Linux (Steam Deck included), made by statically recompiling the Xbox game with sp00nznet’s xboxrecomp, with its own graphics, sound, and controls on SDL 3. It’s in beta: the README says the whole game plays through and that the remaining issues are mostly with frame interpolation above 60 fps. It adds 1x to 8x resolution, the game’s own 16:9 widescreen mode or the original 4:3, anti-aliasing (MSAA up to 8x or FXAA), color correction and a CRT look, 3D positional audio with a headphones mode, controller, keyboard, or mouse with every button rebindable, three save files (the original has one), a portable mode, and an option to open every Pandora’s Box item without touching your save. With your own copy of Lossless Scaling it can also use its frame generation (experimental). Version 0.1.0 is from November 7 and 0.1.2 from the 11th. 97 of its last 100 commits list Claude as a co-author.
You needYour own copy of Panzer Dragoon Orta for Xbox, US release, as a disc image (.iso or .xiso) or an extracted folder with default.xbe (SHA-256 c1af4eaf…8d2c); the launcher copies the image to its data folder. A 64-bit PC with Vulkan: Windows 10 or 11, or Linux or Steam Deck.