Need for Speed: Underground 2 (Switch)
Need for Speed: Underground 2
About the project
Need for Speed: Underground 2 es un videojuego de carreras publicado por Electronic Arts y desarrollado por EA Black Box. Lanzado en 2004, es la secuela de Need for Speed: Underground, formando parte de la serie Need for Speed, disponible en Nintendo GameCube, PlayStation 2, Xbox, Nintendo DS, Game Boy Advance y Microsoft Windows.
3 versions of Need for Speed: Underground 2
You're viewing: Need for Speed: Underground 2 (Switch)
Official project information
Xbox static recompilation for Nintendo Switch and Linux
The original Xbox (NTSC-U) release of Need for Speed: Underground 2, lifted instruction by instruction to C and running natively, with no emulator.
Features · Playing on Switch · Building · Configuration · Status
</div>[!IMPORTANT] No game data is included. You need your own copy of the Xbox disc, extracted (
default.xbe,NFSUNDER/, ...).
✨ Features
- 🏁 Native code: the whole game runs as recompiled C, built with xboxrecomp
- 🎮 Two renderers: Vulkan (NVK on Switch) and OpenGL, with render scaling up to 4x
- 📺 Widescreen 16:9 by default, using the game's own wide mode
- 🪞 Car reflections (Vulkan), switchable in the game's Options → Video → Car Reflections; Off also skips the six reflection passes the game draws every race frame
- 🔍 Resolution Scale in Options → Video (Vulkan): 1x, 1.5x (default), 2x, 2.5x, applied at once
- 🖼️ Cleaner picture (Vulkan): mipmaps with trilinear and anisotropic filtering, mipmapped car reflections, FXAA, square pixels in 16:9 races (1280x720 at 1.5x); Anti-Aliasing, Anisotropic (Off-16x) and Square Pixels in Options → Video
- 🎬 Full-screen movies decoded with FFmpeg (VP6)
- 🔊 Audio through an emulated Xbox APU, with 5.1 downmixed to stereo
- 👥 Two-player split screen, with Joy-Con pairs or one sideways Joy-Con per player
- 📳 Rumble on Switch HD rumble and SDL controllers, strength set in Options → Gameplay → Vibration (Off, 10%-100%)
- 🔤 Switch wording in the menus (Start →
+, no Xbox Live or hard-disk names) - 💾 Saves stay next to the game in
game/UDATA; the Options → Audio volumes (the Xbox game never saved them) are kept innfsu2x_options.txt
🕹️ Playing on Switch
- Copy the NRO to
sdmc:/switch/nfsu2x/(nfsu2x-vulkan.nrofor the Vulkan build). - Copy the extracted disc (not the ISO) to
sdmc:/switch/nfsu2x/game/. - Start it with title takeover: hold R while launching any game. Applet mode leaves too little memory.
sdmc:/switch/nfsu2x/
├── nfsu2x-vulkan.nro
├── nfsu2x_env.txt optional settings, KEY=VALUE per line
├── nfsu2x_options.txt written by the in-game options the port adds and
│ the Audio volumes
└── game/
├── default.xbe
└── ...
Buttons map by label (Switch A = Xbox A). Settings go in nfsu2x_env.txt
(see Configuration) and the log is written to the
same folder.
🛠️ Building
<details open> <summary><b>1. Lift the XBE to C</b></summary># Writes NFSU2_GEN_DIR (default /root/nfsu2x/gen)
NFSU2_XBE=/path/to/game/default.xbe NFSU2_GEN_DIR=/path/to/gen tools/regen.sh
</details>
<details open>
<summary><b>2a. Linux</b> (SDL2 + OpenGL or Vulkan)</summary>
cmake -S . -B build -G Ninja -DNFSU2_GEN_DIR=/path/to/gen # add -DNFSU2_VULKAN=ON for Vulkan
cmake --build build
NFSU2_GAME_DIR=/path/to/game build/nfsu2_recomp
</details>
<details open>
<summary><b>2b. Nintendo Switch</b> (devkitA64, switch-sdl2, switch-mesa)</summary>
NFSU2_GEN_DIR=/path/to/gen NFSU2_GAME_SRC=/path/to/game switch/build.sh
# Vulkan build (needs mesa-switch NVK and glslang for Switch)
VULKAN=1 JOBS=6 NFSU2_GEN_DIR=/path/to/gen switch/build.sh
</details>
Project layout
| Path | What |
|---|---|
src/main.c | boot and runtime defaults |
src/recomp_manual.c | hand-written overrides of lifted functions |
src/switch_nx.c | Switch log device, env file, exception handler, loading screen |
config/seed_functions.json | entry points the static pass cannot see |
xboxrecomp/ | the toolkit (MIT), vendored with this port's changes: NV2A renderers (Vulkan, OpenGL), SDL audio, Switch platform layer, translator fixes |
tools/regen.sh | XBE → lifted C (gen/, never committed) |
switch/build.sh | Switch NRO build + SD-card staging |
⚙️ Configuration
On Linux these are ordinary environment variables. On the Switch they go in
sdmc:/switch/nfsu2x/nfsu2x_env.txt, one KEY=VALUE per line (# starts a
comment). Anything left out runs at its default, which is the fastest normal
configuration. Most of the list is for debugging, so the sections below are folded.
# sdmc:/switch/nfsu2x/nfsu2x_env.txt
RECOMP_GL_SCALE=1.5
RECOMP_WIDESCREEN=0
<details>
<summary><b>Build and code generation</b></summary>
| Variable | Meaning |
|---|---|
XBOXRECOMP_DIR | Toolkit to build or regenerate with (default: the vendored xboxrecomp/). |
NFSU2_XBE | default.xbe to lift (tools/regen.sh). |
NFSU2_GEN_DIR | Directory for the lifted C (default /root/nfsu2x/gen). |
LIFT_ONLY=1 | regen.sh: skip disasm / function id / ABI analysis and only re-lift (enough after translator or recomp_manual.c changes; seed changes need the full run). |
RECOMP_LEAF_LOCALS=0 | Translator: keep MMX leaf-function registers in globals instead of C locals. |
RECOMP_REG_LOCALS=0 | Translator: keep eax..edi/esp in globals instead of C locals. |
RECOMP_X87_LOCALS=0 | Translator: keep the x87 stack top in its global instead of a local. |
NFSU2_GAME_SRC | switch/build.sh: extracted disc to stage (default /root/nfsu2x/game). |
SD_ROOT | switch/build.sh: staging SD-card root (default <repo>/switch_sd). |
BUILD_DIR | switch/build.sh: build directory (default /root/nfsu2x/build-switch, -vk with VULKAN=1). |
JOBS | switch/build.sh: parallel compile jobs (6 fits -O2 in RAM). |
VULKAN=1 | switch/build.sh: build the Vulkan renderer (nfsu2x-vulkan.nro). |
NVK_SDK, GLSLANG_DIR | switch/build.sh with VULKAN=1: mesa-switch NVK install and Switch glslang. |
FFMPEG_DIR | switch/build.sh: LGPL VP6-only FFmpeg for the movies (tools/build_ffmpeg_vp6.sh). |
| Variable | Meaning |
|---|---|
NFSU2_GAME_DIR | Extracted disc (Linux; default ./game). The Switch always uses sdmc:/switch/nfsu2x/game/. |
NFSU2_GL=0 | Use the executor's CPU renderer instead of the GPU renderer. |
NFSU2_APU=0 | With RECOMP_AC97_READY=plain: no emulated APU (no sound). |
NFSU2_SIM_STEPS | Longest game-time step per frame, in 1/60 s (default 6 = 100 ms; 3 = the original 50 ms cap, which slows races below 20 fps). |
NFSU2_FPS_CAP=30 | Keep the game's 30 fps cap in races and the open world (default: uncapped, up to 60 fps). |
NFSU2_NATIVE_VP6 | Movie decoder: 1 = FFmpeg (default when built with it), 0 = the lifted decoder, 2 = both and compare. |
NFSU2_MOVIE_FLASH=1 | Keep the opening trailer's white flash frames (shown black by default). |
NFSU2_SWITCH_TEXT | Switch wording in the menus (Start → +, no Xbox Live/hard-disk names): 1 on (Switch default), 0 off. |
NFSU2_EXIT_TRACE=1 | Print the guest state at exit. |
RECOMP_WIDESCREEN=0 | Tell the game the TV is 4:3 (default 16:9). |
RECOMP_CMDLINE | Command line handed to the title (e.g. +map intro). |
HOME, XDG_DATA_HOME | Linux: fallback save directory ($XDG_DATA_HOME/xboxrecomp, else ~/.local/share/xboxrecomp) when none is configured. NFSU2's own saves go to <game>/UDATA. |
| Variable | Meaning |
|---|---|
NFSU2_NO_LOG=1 / NFSU2_LOG=0 | No log file, no [perf] reports, no profiler. |
NFSU2_LOG_SYNC=1 | Write every log line to the card at once (slow; for hangs). |
NFSU2_LOADER=0 | No loading screen (logo + bar) before the first frame. |
RECOMP_NX_PROFILE | Sampling profiler into prof.bin: 1 = busy threads, 2 = every thread above 2%. |
RECOMP_NX_SHM=1 | Guest RAM from shared memory instead of code memory. |
RECOMP_NX_AUDIO_PRIO=0 | Leave the APU and SDL audio threads at priority 59 (default: above the game threads). |
RECOMP_NX_GUEST_RT=1 | Run the time-critical guest thread (EA mixer) at a real-time host priority. |
RECOMP_NX_JOYCON=single | One sideways Joy-Con per player. |
RECOMP_NX_JOYCON_ROTATE=0 | Don't rotate the sideways Joy-Con stick. |
RECOMP_GUEST_ONE_CORE | 1 = pin guest threads to one core, 2 = guest threads only (interrupts float). |
| Variable | Meaning |
|---|---|
RECOMP_GIL=0 | No guest lock (guest threads run in parallel; races the title's streaming). |
RECOMP_GIL_EAGER=1 | Hand the guest lock over by guest priority (main thread and time-critical threads pre-empt). |
RECOMP_KERNEL_FAST=0 | Release the guest lock in every kernel call, even the cheap time queries and IRQL changes. |
RECOMP_FRAME_LAG=1 | Wait on the previous frame's fence instead of the current one (game and GPU work overlap). |
RECOMP_VBLANK | Vblank interrupt for D3D (default 1). |
RECOMP_WORKERS=inline | Run the title's worker routines inline instead of on threads. |
RECOMP_ASYNC_IO=1 | Asynchronous NtReadFile. |
RECOMP_CS_MODE=single | Every guest critical section behind one recursive lock. |
RECOMP_NATIVE=0 | Use the lifted culling functions instead of the native C versions. |
RECOMP_NATIVE_CHECK=1 | Run both and report any difference. |
RECOMP_QUIET | 1 = no periodic kernel/GPU summaries (Switch default), 0 = show them. |
RECOMP_NO_LOG=1 | No xbox_kernel.log. |
XBOX_LOG_LEVEL | Kernel log level (0 errors … trace). |
RECOMP_KERNEL_LOG_BUDGET | Kernel calls logged before the log goes quiet. |
| Variable | Meaning |
|---|---|
RECOMP_PB_EXEC | Execute the NV2A pushbuffer (default 1; the title draws through it). |
RECOMP_GL_SCALE | Render resolution multiple, 0.5..4 (fractions allowed). Vulkan: only until Options → Video → Resolution Scale is changed (default there 1.5x). |
RECOMP_GL_THREAD=1 | GL renderer: GL calls on their own thread. |
RECOMP_GL_DIRECT=0 | Convert every vertex to float4 instead of uploading it as stored. |
RECOMP_GL_DXT=0 | Decode DXT textures on the CPU instead of uploading them compressed. |
RECOMP_GL_SHARED_Z=0 | One depth buffer per colour surface (old behaviour; lights show through walls). |
RECOMP_GL_TEX_MB | Texture cache budget in MB (least recently used go first). |
RECOMP_PROG_CACHE | Shader/pipeline cache file (progcache.bin), =0 off. |
RECOMP_VP=0 | No vertex programs (their batches are skipped). |
RECOMP_GL_DUMP=<prefix>[,every] | Write presented frames as BMP (every N frames, default 60). |
RECOMP_GL_WATCH=<hex va> | Log draws into or sampling that address, with pixel read-backs. |
RECOMP_GL_TRACE=1 | Shader sources and compile/link errors. |
RECOMP_GL_FINISH=1 | Wait for the GPU after every operation (finds the call that hangs it). |
RECOMP_FPS_LOG=1 | Presented frames per 10 s. |
RECOMP_VK_MIPS=0 | Vulkan: no mipmaps (distant textures shimmer, the old look). |
RECOMP_VK_ANISO | Vulkan: anisotropic filtering, 1..16 (default 16; 1 = off). |
RECOMP_VK_LOD_BIAS | Vulkan: mip bias, negative = sharper (default -0.25). |
RECOMP_VK_FXAA=0 | Vulkan: no FXAA (plain scaled blit to the screen). |
RECOMP_VK_SQUARE=0 | Vulkan: in 16:9, no extra 4/3 columns for square pixels (races 960x720 instead of 1280x720 at 1.5x). |
RECOMP_GL_SCALE_X | Vulkan: a different horizontal scale (absolute; Resolution Scale keeps the ratio). |
RECOMP_VK_CUBE=0 | Vulkan: no cube maps (car reflections off), whatever Options → Video says. |
RECOMP_VK_HEADLESS=1 | Vulkan on Linux: no window (also implied by SDL_VIDEODRIVER=offscreen). |
RECOMP_VK_VALIDATION=1 | Vulkan on Linux: Khronos validation layer. |
RECOMP_VK_TRACE=<n> | Vulkan: name every step of the first n draws/clears/flips. |
RECOMP_TEX_STATS=1 | List each texture format and size decoded. |
RECOMP_TEX_STATE=1, RECOMP_TEX_DUMP=<prefix>, RECOMP_TEX_DUMP_EVERY=<n> | Texture register state; dump textures to BMP. |
RECOMP_FB_DUMP=<prefix>, RECOMP_FB_WINDOW=1, RECOMP_FB_VA=<va>, RECOMP_FB_WINDOW_DUMP_EVERY=<n> | Framebuffer window / dumps (CPU presenter). |
RECOMP_FFP_TRACE, RECOMP_SKIP_TRACE, RECOMP_TRACE_FLIP=<n>, RECOMP_PB_EXEC_VERBOSE, RECOMP_PB_UNHANDLED_ALL, RECOMP_PB_SCAN, RECOMP_NV2A_TRACE, RECOMP_RASTER_TEST, RECOMP_FIND_NAN, RECOMP_FIND_QUAD | Pushbuffer / NV2A debugging traces. |
RECOMP_FMV_HOST, RECOMP_FMV_DUMP=<prefix> | Host-side movie player (off) and movie frame dumps. |
| Variable | Meaning |
|---|---|
RECOMP_AUDIO=0 | No host audio device (the APU then paces by wall clock). |
RECOMP_AUDIO_VOLUME | Master volume 0..100 (default 50; output is soft-limited to −6 dBFS). |
RECOMP_AUDIO_BLOCKS | Host queue depth in 256-sample blocks (default 8, Switch 12). |
RECOMP_AUDIO_DUMP=<path>,<start s>,<secs> | Record the exact PCM sent to the device (48 kHz s16 stereo), written once full. |
RECOMP_APU_VOICE_DUMP=<voice hex>,<path>,<start s>,<secs> | Record one APU voice before/after its filter (float32) and log its registers once a second (v0F4 = menu music). |
RECOMP_AC97_READY | AC97 codec presence for DirectSound (default plain). |
RECOMP_APU_MIXDOWN_ALL=0 | Mix only bins 0/1 to stereo instead of every bin. |
RECOMP_APU_DSP_ACK=<addr,...>, RECOMP_DSP_ACK=<addr,...> | Acknowledge DSP command doorbells at these guest addresses. |
RECOMP_APU_TRACE=1 | Front-end methods and a per-second voice summary (disturbs the audio itself). |
RECOMP_APU_RING_STATS=1 | Stale ring-voice reads every 10 s (Linux; always on in the Switch [perf] report). |
| Variable | Meaning |
|---|---|
RECOMP_USB | Emulated OHCI USB with the pads (default 1). |
RECOMP_USB_PADS=1 | Only one pad (default two). |
RECOMP_USB_PORT, RECOMP_USB_PORT2 | Root port of pad 1 / pad 2 (0-based). |
RECOMP_USB_HC, RECOMP_USB_NDP | Host controller for the pads and its number of ports. |
RECOMP_PAD_LAYOUT=position | Map buttons by position (Xbox layout) instead of by label. |
RECOMP_PAD_SCRIPT, RECOMP_PAD2_SCRIPT | Timed presses, e.g. 4000:start:300,9000:a:200 (ms from the first pad read). |
RECOMP_PAD_PRESS=<mask> | Press these buttons periodically. |
RECOMP_KEYBOARD=1 | Keyboard as a pad (Linux). |
RECOMP_RUMBLE=0 | No rumble. |
RECOMP_RUMBLE_TRACE=1, RECOMP_INPUT_DIAG=1, RECOMP_KEY_TRACE=1, RECOMP_USB_TRACE=1 | Input debugging traces. |
| Variable | Meaning |
|---|---|
RECOMP_WATCHDOG_SECS=<s> | Snapshot the main guest thread after s seconds without progress (and exit). |
RECOMP_WATCHDOG_KEEP=1 | Keep running after the watchdog snapshot. |
RECOMP_WATCH=<addr>, RECOMP_WATCH_RAW=1 | Name the guest code that changes a guest dword. |
RECOMP_KERNEL_WATCH=<addr>, RECOMP_KERNEL_WATCH_ALL=1 | Sample a guest dword around every kernel call. |
RECOMP_PEEK=<addr,...>, RECOMP_PEEK_CHAIN=<addr,off,...> | Print guest dwords / follow a pointer chain periodically. |
RECOMP_POKE=<addr:val,...> | Write guest dwords at boot. |
RECOMP_TRAP_NULL=1 | Fault on guest null-page access. |
RECOMP_UNIMPL_TRAP=1 | Abort at the first unimplemented instruction. |
RECOMP_IRQL_TRACE=1 | Log the first IRQL transitions. |
RECOMP_CS_WATCH=<va>, RECOMP_CS_TRACE_CRT=1 | Critical-section tracing. |
RECOMP_TRACE_ARGS=<n>, RECOMP_TRACE_DEREF=1, RECOMP_TRACE_BUDGET, RECOMP_TRACE_PROFILE=1 | Function-entry traces (functions chosen at regen) and a call profile. |
RECOMP_FORCE_RETURN | Read but currently has no effect. |
| Platform | State |
|---|---|
| 🐧 Linux | Boot, movies, profile, Main Menu, Quick Race and Career, with audio |
| 🎮 Switch hardware | Boot, movies, profile load/create, Main Menu, races |
Still open: cube maps on OpenGL (Vulkan has them: car reflections), bump/dot-product texture modes, fixed-function lighting.
📚 More
CLAUDE.md: detailed engineering notesPERF_NOTES.md: performance work and measurementsVULKAN_NOTES.md: the Vulkan renderer
