{
  "added_at": "2026-10-19",
  "additional_evidence_urls": [
    "https://github.com/sp00nznet/xboxrecomp/blob/eb0aa1d5fcb1ca34cdb6470fcfa471d87f431d73/docs/GETTING_STARTED.md",
    "https://github.com/sp00nznet/xboxrecomp/blob/eb0aa1d5fcb1ca34cdb6470fcfa471d87f431d73/templates/new-game/CMakeLists.txt",
    "https://github.com/sp00nznet/xboxrecomp/blob/eb0aa1d5fcb1ca34cdb6470fcfa471d87f431d73/tools/conformance/mkxbe.py",
    "https://github.com/sp00nznet/xboxrecomp/blob/eb0aa1d5fcb1ca34cdb6470fcfa471d87f431d73/LICENSE",
    "https://github.com/sp00nznet/xboxrecomp/blob/eb0aa1d5fcb1ca34cdb6470fcfa471d87f431d73/NOTICE",
    "https://github.com/sp00nznet/xboxrecomp/releases/tag/v0.14.0"
  ],
  "category": "game-analysis",
  "description_en": "Static-recompilation toolkit for original Xbox games: a Python pipeline parses a retail XBE, disassembles it, classifies library functions, recovers calling conventions and lifts every x86 function to C. The generated code is compiled in a separate game project that links the toolkit's runtime libraries, which stand in for the Xbox kernel and translate Direct3D 8, NV2A, audio and input to Direct3D 11 and Win32 APIs, or to SDL2 and OpenGL on Linux and macOS.",
  "description_zh": "面向初代 Xbox 游戏的静态重编译工具包：Python 流水线解析零售版 XBE，进行反汇编、识别库函数、恢复调用约定，并将每个 x86 函数提升为 C 代码。生成的代码在独立的游戏项目中编译，并链接工具包的运行时库；这些库替代 Xbox 内核，并将 Direct3D 8、NV2A、音频和输入转换到 Direct3D 11 与 Win32 API，在 Linux 和 macOS 上则转换到 SDL2 与 OpenGL。",
  "entry_url": "https://awesomerea.org/resources/xboxrecomp/",
  "entry_url_zh": "https://awesomerea.org/zh/resources/xboxrecomp/",
  "evidence_url": "https://github.com/sp00nznet/xboxrecomp/blob/eb0aa1d5fcb1ca34cdb6470fcfa471d87f431d73/README.md",
  "group": "tools",
  "id": "xboxrecomp",
  "json_url": "https://awesomerea.org/resources/xboxrecomp/record.json",
  "kind": "tool",
  "markdown_url": "https://awesomerea.org/resources/xboxrecomp/index.md",
  "markdown_url_zh": "https://awesomerea.org/zh/resources/xboxrecomp/index.md",
  "name": "xboxrecomp",
  "name_zh": "xboxrecomp 初代 Xbox 静态重编译工具包",
  "record_type": "resource",
  "relationship": "foundation",
  "requirements": [
    "The README for v0.14.0 (2026-10-16, the reviewed commit) calls the toolkit title-agnostic but built against Burnout 3: Takedown, and says a first run of a recompiled game will crash and needs iterative stubbing, indirect-call fixes and runtime work for each title. The author's own ports are early: the README retires an earlier playable claim for Burnout 3, whose recompiled path reaches engine initialization, and lists Wreckless and Blood Wake as booting or scaffolded.",
    "Users supply default.xbe and the game's data files from their own original Xbox disc image. The repository contains no game code or assets and builds only libraries, never a game executable; the generated C, often millions of lines, is written into the user's own game project created from the bundled template.",
    "The pipeline needs Python 3.10+ with Capstone (pytest for tests); Ghidra or IDA are optional and only recover symbol names. The runtime builds with CMake 3.20+ and Visual Studio 2022 or MinGW-w64 on Windows (D3D11, XInput, XAudio2, Media Foundation), or Clang/GCC with SDL2, libepoxy and pkg-config on x86-64 and arm64 Linux and macOS, where FMV decoding is not available. The v0.14.0 release has no binary assets.",
    "Unit tests need no game files, and several compile the lifter's output and check it against x86 definitions with paired negative controls; the README gives 812 passed and 0 skipped as a clean run. A conformance suite runs lifted C and the original instructions on a real 32-bit x86 CPU over the same inputs, with Docker images supplying GCC and MSVC under Wine on Linux and macOS. The README calls lifter coverage good but unquantified, and the repository has no CI workflow.",
    "MIT-licensed, except the MCPX APU sources and NV2A register definitions extracted from xemu, which stay LGPL-2.1-or-later as listed in NOTICE. The README credits Claude Code for AI-assisted development."
  ],
  "requirements_zh": [
    "v0.14.0（2026-10-16，即所审阅的提交）的 README 称工具包与具体游戏无关，但开发时以 Burnout 3: Takedown 为参考；重编译后的游戏首次运行必定崩溃，每款游戏都需要反复添加桩函数、修复间接调用并补充运行时。作者自己的移植仍处于早期：README 撤回了 Burnout 3 此前“可游玩”的说法，其重编译路径目前只到引擎初始化，Wreckless 和 Blood Wake 分别处于可启动和刚搭好框架的阶段。",
    "使用者需从自己的初代 Xbox 光盘镜像中提供 default.xbe 和游戏数据文件。仓库不含任何游戏代码或资产，只构建库，不会产出游戏可执行文件；生成的 C 代码往往多达数百万行，写入使用者依据随附模板创建的游戏项目中。",
    "流水线需要 Python 3.10+ 和 Capstone（测试另需 pytest）；Ghidra 或 IDA 为可选项，仅用于恢复符号名。运行时使用 CMake 3.20+ 构建：Windows 上用 Visual Studio 2022 或 MinGW-w64（D3D11、XInput、XAudio2、Media Foundation），x86-64 与 arm64 的 Linux 和 macOS 上用 Clang/GCC 加 SDL2、libepoxy 和 pkg-config，但这两个平台没有 FMV 解码。v0.14.0 发布版本不含二进制文件。",
    "单元测试不需要游戏文件，其中若干项会编译提升器自身的输出并对照 x86 定义检查，同时配有反向对照；README 给出的完整通过结果为 812 项通过、0 项跳过。一致性测试在真实的 32 位 x86 CPU 上，用相同输入分别运行提升后的 C 代码和原始指令；在 Linux 和 macOS 上由 Docker 镜像提供 GCC 以及在 Wine 下运行的 MSVC。README 称提升器覆盖率良好但未量化，仓库中也没有 CI 工作流。",
    "采用 MIT 许可证，但取自 xemu 的 MCPX APU 源码和 NV2A 寄存器定义保留 LGPL-2.1-or-later 许可，具体文件列于 NOTICE。README 致谢 Claude Code 参与了 AI 辅助开发。"
  ],
  "targets": [
    "binary",
    "game"
  ],
  "url": "https://github.com/sp00nznet/xboxrecomp",
  "verification": "source-reviewed",
  "verified_at": "2026-10-19"
}
