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Spider-Man 2
PORTSNATIVE

Spider-Man 2

NATIVE PORTADVENTURE / SANDBOXWINDOWSALPHA

Spider-Man 2

OriginXbox

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Spider-Man 2 es un videojuego de acción y aventuras de mundo abierto de 2004 basado en la película homónima de 2004. Es la secuela de Spider-Man de 2002, basado a su vez en la película homónima de 2002. Se lanzó el 29 de junio de 2004 para PlayStation 2, GameCube, Xbox, Microsoft Windows y Game Boy Advance, seguido de las versiones para N-Gage y Nintendo DS ese mismo año. Una versión para PlayStation Portable se lanzó casi un año después, el 23 de marzo de 2005.

Official project information

Author's original READMEOpen on GitHub ↗
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Spider-Man 2 — Xbox Recomp

Experimental native recompilation for modern Windows

SM2-Recomp is an unofficial project that recompiles the original Xbox release of Spider-Man 2 for native execution on modern Windows systems.

Early Development · In-Game · Native DX11, widescreen, high-frame-rate and controller improvements

https://sm2-recomp.app

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About

SM2-Recomp is an experimental native recompilation project for the original Xbox version of Spider-Man 2.

The project translates code from a user-supplied original Xbox executable into native code and provides the Xbox-facing runtime behaviour needed by the game on modern Windows systems.

The project does not distribute the original Spider-Man 2 Xbox executable, original game data, or extracted game media assets. A compatible copy of the original Xbox release is required.

Development is still active. Current builds have demonstrated sustained in-game execution through at least Chapters 1–3 during testing, and the major rendering corruption seen during early development has been resolved.

Recent development has introduced XISO-based game-data streaming as the default method, internal rendering resolution options up to 4K, initial mouse-look support, improved keyboard controls, and fixes for save/load functionality, animation timing, and gameplay behaviour.

Broader game compatibility, performance, rendering edge cases, and later-game stability are still being validated.

SM2-Recomp is experimental software and is not yet considered release-ready.


Latest Implementation Updates

  • Widescreen and native UI: Added widescreen/ultra-widescreen handling and native Direct3D 11 rendering of the game's UI quads and text. HUD, menus and other supported UI elements are positioned individually rather than being stretched as a complete 4:3 frame. A small number of non-UI/legacy 2D paths still require further native conversion.
  • Rendering fixes: Addressed the identified intro cutscene glitches, stencil-shadow issues and night-time rendering problems, including night-sky, fog and related scene presentation. Further game-wide validation is ongoing.
  • Frame timing and performance: Improved frame pacing with a native high-resolution game clock, Direct3D 11 presentation and frame limiter. Work is continuing to replace the remaining translated graphics paths with direct native rendering.
  • Frame-rate options and VSync: Added 30, 60, 120 and 144 FPS limits, plus unlocked, and an independently configurable VSync setting. Some movies and fixed-step menu/map transitions deliberately retain the original 30 FPS timing.
  • Controller support: Expanded native input to include Xbox (XInput), DualShock 4 (PS4), DualSense and DualSense Edge, including controller rumble and DualSense adaptive trigger effects. The launcher and in-game controls overlay use prompts and mappings appropriate to the detected controller.
  • Mod loading: Improved modded model/resource loading through .pak index, size, offset and bounds handling. The existing mod manager and resource overlay support remain experimental, particularly with third-party content.
  • Original developer options: Added access to the original game's developer-option values through an experimental in-game panel. Their potential as additional native settings and tools is being investigated.
  • Native audio: Replaced the emulated Xbox sound-chip path by default with native XAudio2 output for the game's DirectSound calls. Audio correctness, effects and edge cases are still being tested. The legacy emulated sound path remains available as a diagnostic fallback.

Development Status

ComponentStatus
Recompiled game execution✅ In-game
Xbox runtime / kernel compatibility🟢 Functional — Improvements ongoing
XBE loading🟢 Implemented
XISO game-data streaming🟢 Implemented — Default / recommended
Direct3D 11 rendering🟢 Functional — Native GPU output
DirectX12 / Vulkan🟡 Initial internal development begun
Native UI rendering🟢 Implemented for game UI quads/text — Remaining 2D edge cases
Widescreen / ultra-widescreen🟢 Functional - Widescreen validation ongoing
Internal rendering resolutions🟢 Configurable from original resolution through 4K
Controller input🟢 Functional - Xbox / DualShock 4 / DualSense / DualSense Edge
DualSense Adaptive Triggers🟢 Functional - Fine tuning feel ongoing
Keyboard input🟢 Functional
Mouse input / mouse-look🟡 Implemented — Improvements ongoing
Native audio (XAudio2)🟡 Functional - Known issues Implemented by default — Ongoing testing and fixes
Save/load system🟢 Fixes implemented — Validation ongoing
Render distance settings🟡 Initial implementation — Not functional
Frame timing / performance🟡 Native improvements implemented — Optimisation ongoing
Intro cutscene / shadow rendering🟢 Identified glitches fixed — Further validation ongoing
Runtime stability🟢 Stable through tested Chapters 1–4

Current internal builds are capable of sustained in-game execution, with the major graphical rendering issues of earlier builds resolved.

Testing through Chapters 1–3 has so far shown stable runtime behaviour. However, later portions of the game have not yet been validated to the same extent, and additional compatibility issues may still be discovered as testing progresses.

Recent fixes have addressed previously identified save/load problems, animation timing and cycling issues, and gameplay bugs. These changes are implemented but remain subject to broader testing.

Mouse-look functionality and improved keyboard controls have also been introduced, although the current implementations require further refinement.

The present focus is on remaining rendering glitches, frame timing, performance, and game-wide compatibility validation rather than initial boot-up.


Development Progress

SM2-Recomp has progressed rapidly from initial executable analysis and recompilation to sustained in-game execution.

So far work has progressed through:

  • Xbox executable analysis and recompilation
  • Xbox kernel/runtime bring-up
  • Game initialization
  • Graphics initialization
  • Game-data handling and XISO streaming
  • Audio implementation
  • Controller and keyboard input
  • Initial mouse-look implementation
  • Software rendering
  • Direct3D 11 GPU rendering
  • Internal rendering resolution options up to 4K
  • Save/load system implementation and fixes
  • Animation timing and gameplay fixes

Development since then has focused heavily on correcting rendering behaviour, improving runtime compatibility, and resolving gameplay issues.

Major graphical glitches affecting early builds have now been resolved, allowing substantially more accurate in-game rendering.

The game-data loading system has also been updated to use XISO streaming by default, replacing the previous reliance on extracted game assets.

The original extracted-asset method remains available as a fallback, but is known to cause unintended execution of game code and persistent gameplay issues. XISO streaming is therefore the recommended and primary method.

Runtime testing has progressed through at least Chapters 1–3, with current builds appearing to remain stable throughout the tested sections.

Further testing is required across the remainder of the game to identify additional runtime, rendering, performance, or compatibility issues.


Rendering

Graphics compatibility has been one of the project's primary areas of development.

SM2-Recomp includes a Direct3D 11 rendering backend that translates the rendering behaviour expected by the original Xbox title to modern Windows graphics hardware.

Graphics implementation includes support for:

  • Triangle rasterisation
  • Depth testing
  • Alpha blending
  • Texture sampling
  • Alpha testing
  • Fog
  • Render targets
  • Xbox graphics-state translation
  • Register-combiner behaviour
  • Visibility and occlusion behaviour
  • Framebuffer and presentation handling
  • Configurable internal rendering resolutions

Internal rendering resolution options now range from the game's native resolution through to 4K, allowing higher-resolution rendering on modern hardware.

These options affect internal rendering resolution and do not currently provide widescreen or ultra-widescreen aspect-ratio support.

A software rendering path is also available for development, comparison and fallback behaviour.

The major graphical corruption encountered during earlier development has now been resolved, and current builds are capable of substantially correct gameplay rendering across the portions tested so far.

Rendering work is not considered completely finished. Intro cutscene rendering glitches and shadow-related graphical issues remain known problems, alongside frame timing and frame-rate limitations.

An initial render-distance configuration option has also been added, although it does not yet produce the intended functional results.


Save System

The save/load system has received further fixes, addressing previously identified issues with save-file handling and asynchronous read behaviour that differed from the original Xbox environment.

Both saving and loading are now implemented with these fixes in place.

Broader validation is still ongoing, particularly across later missions and longer gameplay sessions. Save functionality should therefore continue to be treated as experimental until testing confirms its reliability throughout the game.


Technical Overview

SM2-Recomp uses static recompilation.

The build process analyses a user-supplied Spider-Man 2 Xbox executable and uses that input to generate native code locally. The repository itself does not need to contain a copy of the original XBE.

A compatibility runtime supplies the Xbox kernel services and hardware-facing functionality expected by the game, while modern implementations provide graphics, audio, input, and host integration.

Current Technology

TechnologyImplementation
Original platformMicrosoft Xbox
Target platformModern Windows
Main project languageC++20, with C runtime components
Build systemCMake and project build scripts
RecompilationStatic recompilation of a user-supplied Xbox executable
GraphicsDirect3D 11 (plus development software path)
UINative Direct3D 11 path for supported game quads and text
Presentation and timingNative Direct3D 11 swap chain, high-resolution timer and frame limiter
InputWindows XInput and direct PlayStation HID support; keyboard/mouse
AudioNative XAudio2 by default; optional legacy fallback
Game dataXISO streaming (default); extracted-asset fallback
Mod supportFile overlays, .pak resource handling and launcher mod manager
Development statusExperimental / active development

XboxRecomp

SM2-Recomp builds on XboxRecomp by sp00nznet and its contributors.

XboxRecomp provides the underlying Xbox static-recompilation toolchain and runtime components used during the build and execution process.

SM2-Recomp adds Spider-Man 2-specific integration, compatibility work, graphics behaviour, input and audio fixes, launcher functionality, diagnostics, and title-specific runtime handling.

XboxRecomp and its third-party components remain subject to their own upstream licences.

Upstream project:

https://github.com/sp00nznet/xboxrecomp

See THIRD_PARTY_NOTICES.md for attribution and licensing details.


Original Game Required

SM2-Recomp does not include or distribute:

  • the original Spider-Man 2 Xbox executable
  • original game data archives or disc images
  • extracted textures, models, audio, video, or other game media
  • a complete copy of the original game

Users must provide the required game files separately from a copy to which they have lawful access.

The current build process requires a compatible Xbox executable and corresponding game data.

XISO-based game-data streaming is now the default runtime method. The previous extracted-asset loading method remains available as a legacy fallback but is not recommended due to known compatibility and gameplay issues.

SM2-Recomp does not grant any rights in Spider-Man 2 or other third-party game material.


Current Priorities

Development is currently focused on:

  1. Resolving intro cutscene and shadow rendering glitches
  2. Improving frame timing, frame pacing, and overall performance
  3. Validating recent save/load and gameplay fixes
  4. Testing stability beyond Chapters 1–3
  5. Validating game-wide rendering correctness
  6. Identifying remaining Xbox runtime compatibility issues
  7. Testing later missions, cutscenes, and gameplay systems
  8. Refining mouse-look, keyboard, and controller input behaviour
  9. Testing audio behaviour across the full game and imporving correctness
  10. Establishing a stable baseline for the initial v0.1 release

Development Roadmap

Target: v0.1

The initial v0.1 milestone is focused on establishing a more reliable and functional gameplay baseline, rather than delivering every planned enhancement.

Implemented / Under Validation

  • Save/load system fixes
  • Animation timing and cycling fixes
  • Gameplay bug fixes
  • XISO compatibility and default game-data streaming
  • Internal rendering resolution options from native through 4K
  • Initial mouse-look support and improved keyboard controls

These features have been implemented, although some remain subject to wider testing and further refinement.

Remaining v0.1 Requirements

  • Resolve intro cutscene rendering glitches
  • Resolve remaining shadow rendering glitches
  • Improve frame timing, frame pacing, and frame-rate performance

Additional Features Under Investigation

  • Functional render-distance configuration (initial option added, but not yet working as intended)

Beyond v0.1

Future development goals include:

  • Widescreen and ultra-widescreen support, including correct UI scaling and positioning
  • Further improvements to mouse input, mouse-look, and keyboard controls
  • Configurable 60, 120, and 144 FPS limits, alongside an unlocked frame-rate option
  • VSync support
  • Further frame timing and frame-pacing improvements
  • Mod integration and support for simple gameplay modifications
  • Cheat functionality and implementation

Early investigation into mod and cheat integration is already underway, including identifying suitable game-code functions and integration points for cheats such as invulnerability (god mode) and unlimited Reflex (slow-motion) behaviour.

These capabilities are exploratory and are not currently considered implemented features.

Roadmap items and priorities may change as additional compatibility issues are discovered during development.


Project Status

Experimental — Active Development

SM2-Recomp is a development project, not a finished PC port.

Current builds are capable of sustained in-game execution, and major rendering issues affecting earlier builds have been resolved.

Recent development has introduced XISO streaming, higher internal rendering resolution options, input improvements, and multiple gameplay and runtime fixes.

Remaining work includes rendering glitches, frame timing and performance improvements, input refinement, and continued game-wide compatibility testing.

Testing of later portions of the game is still ongoing, and undiscovered compatibility issues should be expected.

Development milestones and public release information will be documented through the project's official channels.


Source Availability

SM2-Recomp's original project code and project-owned assets will initially be released under the SM2-Recomp Source-Available Personal Use License.

This initial licence is intended to support public access to the source for personal use, study, experimentation, private modification, and contribution while the project remains under active development.

The licensing model may change as SM2-Recomp matures and reaches a more stable state. Future versions of SM2-Recomp may therefore be released under different or more permissive licence terms.

Any future change in licensing will apply as stated to the relevant release and does not, by itself, alter the licence terms that applied to an earlier copy or version when it was provided.

Redistribution and other uses of SM2-Recomp Project Materials are governed by LICENSE.md.

Third-party components are not relicensed under the SM2-Recomp licence and remain subject to their respective upstream licences.

See:

  • LICENSE.md
  • THIRD_PARTY_NOTICES.md

Disclaimer

SM2-Recomp is an unofficial, fan-developed project.

It is not affiliated with, authorised by, sponsored by, or endorsed by Activision, Treyarch, Marvel, Microsoft, or any other rights holder associated with Spider-Man 2.

Spider-Man, Spider-Man 2, Xbox, and all other third-party names, characters, trademarks, game content, and intellectual property remain the property of their respective rights holders.

The SM2-Recomp licence applies only to material for which the SM2-Recomp licensor has authority to grant rights. Third-party material remains subject to its own applicable rights and licence terms.


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Spider-Man 2 — Xbox Recomp

Exploring native recompilation of the original Xbox release on modern Windows.

</div>
View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Adventure / Sandbox
Status
alpha
Original platform
Xbox
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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