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Test Drive Unlimited Recompiled
PORTSNATIVE

Test Drive Unlimited Recompiled

NATIVE PORTRACING / DRIVINGWINDOWSBETA

Test Drive Unlimited Recompiled

Test Drive Unlimited

OriginXbox 360

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Test Drive Unlimited es un videojuego de carreras callejeras de 2006 desarrollado por Eden Games y distribuido por Atari para Xbox 360, Microsoft Windows, PlayStation 2 y PlayStation Portable. A pesar de ser la decimoctava entrega de la serie Test Drive, Test Drive Unlimited sirve como un reinicio de la franquicia, descartando la continuidad de sus juegos predecesores.

3 versions of Test Drive Unlimited

You're viewing: Test Drive Unlimited Recompiled

Test Drive Unlimited Recompiledgithub.com/testdriveupgrade/TDURecomp
Windows
Current
Test Drive Unlimitedgithub.com/testdriveupgrade/TDURE
Windows
›
OpenTDUgithub.com/opentestdriveunlimited/OpenTestDriveUnlimited
Windows
Linux
macOS
›

Official project information

Author's original READMEOpen on GitHub ↗

Test Drive Unlimited Recomp (TDUR)

<p align="center"> <img src="tdur2.jpg" width="512"/> </p> Recompiled port of Test Drive Unlimited (TDU) 2006 XBOX 360.

This project is in early development. Current progress:

Completed [X] XenonRecomp integration for PowerPC → C++ translation [[]] In Progress [] XenosRecomp integration for Xenos → HLSL shader conversion [] Cross-platform build system (Windows, Linux, macOS) [] Installer wizard with ISO/folder/XContent support [] Shader extraction pipeline (Twilight FXC → Xbox 360 → platform-native) [] Platform-specific install directory support []Twilight engine structure reverse engineering []TGPU/rendering pipeline implementation []T Game-specific patches and fixes [] Audio system implementation (XMA decoder, SDL2 driver) [] Save data handling (full save system with GTA IV format support) [] Input remapping for GTA IV controls (SDL HID driver, GTA4 input patches) [] Network/multiplayer stubs (NetDll_XNetStartup, XLive stubs) [] Online multiplayer via GameNetworkingSockets (P2P with NAT traversal, no VPN required) [] File system and RPF archive handling (VFS)

Completed (Previously TODO)

Why we should work on it?

I have a wish to return the amazing moments, when we was young. When I was a child it was one of my favourite games, but when I hadn't been enough competent in PC, due to I hadn't played online mode, but when I remembered about this game, it was to late, servers was closed... I think, what I'm not alone with this wish... Now I'm a programmer (in specialities of C++ 3D graphics and nets) and I've no through out this idea out of my mind. Then, I'll try to close this goal.

Advantages of this project:

1)We can understand how works online mode and remake servers for PC and XBox 360

2)Easier and better modding with understanding of source code

3)Port of this game to Mac and Linux (later)

4)Possibility to create global mods for PC and XBox verison

5)360-version have some new cars, which we are easier to convert to PC-version (and add new cars)

6)360 Graphics sometimes a bit better, due to special shaders (like mw 360 vs PC version)

7)Sequel maybe modified (at this moment fan-made online is not exist on XBOX 360 version, only on PC and PS3 versions)

In conclusion, we will add 4K, RTX, DLSS and etc. cool modern things and solve the problems with online, traffic AI and CPU-usage

This project is not a replacement for the game (you still need to own a legal copy of the game); and does not provide any game assets! You should dump your DVD and prepare for this port

XenonRecompUnlimited - it's special fork of XenonRecomp for TDU engine, like experimental fork-version with fresh updates (unfortunattely at this moment XenonRecomp updates long-term :( ) https://github.com/testdriveupgrade/XenonRecompUnlimited

Project

Windows 10,11 (32/64)bit DirectX12+SDL3 C++ 32bit(XenonRecomp target recomp:)

(also Vulkan+SDL3 64bit, but a bit later (and maybe Rust as alternative language), but not soon ?earlier than XenonRecomp will recompile for MacOS and Linux)

If you specialist in Vulkan, Vulkan pipeline would be greatly appreciated (XenosRecomp suppor tboth recomp to DX12 and Vulkan shaders)

Goals of the project

1)kickstart recompiled version

2)convert recompiled machine C++ to "readable" C++

3)understand the net-code and make new server

4)add new graphics

Project Status

1)Enter to the load screen 2)load 3D 3)load audio 4)test net races

Setup & Build Configuration

Begin by pointing the build system to rebluelib/config/EOTConfig.toml instead of the current Unleashed configuration. Adjust CMake presets accordingly.

Temporarily remove Sonic-specific source files from the CMake lists to ensure the build can compile with TDU pieces first.

Expected Outcome: A basic build that compiles using the Edge of Time configuration, even if it doesn’t run yet.

Runtime Path Updates

Modify reblue/main.cpp and reblue/user/paths.h to reference the Edge of Time game directory and user folder.

Update registry strings and any hard-coded paths under reblue/os/win32 or reblue/os/linux.

Expected Outcome: The executable looks for Edge of Time files and creates/reads user data from the new directory.

Kernel & CPU Adjustments

Fill in or adjust kernel call offsets in the configuration files under rebluelib/config.

Implement missing kernel functions or objects in reblue/kernel (and subfolders) if Edge of Time relies on them.

Verify guest thread creation, stack sizes, and memory mapping within reblue/cpu.

Expected Outcome: The game’s guest code can run against the emulated kernel without crashing due to missing calls or mismatched addresses.

GPU & Shader Work

Strip out Unleashed-specific hacks from reblue/gpu.

Integrate shader extraction and caching logic described in reblue/gpu/shader and tools/* (e.g., using quickbms, file_to_c, and cache tools).

Ensure pipeline caches (reblue/gpu/cache) and the RHI layer (reblue/gpu/rhi) support Edge of Time’s render states.

Expected Outcome: TDU graphics render correctly using cached shaders; the renderer initializes without errors.

Audio & Input

Adjust the APU driver (reblue/apu/driver) for any audio format differences and verify buffering logic.

Test HID driver changes for controller differences under reblue/hid/driver.

Expected Outcome: Audio plays properly and controllers respond as expected.

Resources and Localization

Replace fonts, images, music, and sounds in resources/ with TDU assets.

Update localization strings and Windows resources (reblue/res and reblue/res/win32) so everything references Edge of Time.

Expected Outcome: The in-game UI uses TDU branding and assets.

Tools & Scripts

Update the tools in tools/ (e.g., bc_diff, fshasher, x_decompress) to handle TDU’s data formats.

Use scripts under scripts/ for automated extraction and building of game data, modifying them for TDU where necessary.

Expected Outcome: Tools correctly process TDU archives and produce the files needed for the game to run.

Debugging & Labeling

Use the IDA/ghidra scripts in scripts/ida to label functions in the TDU binary, aiding debugging when the runtime throws exceptions.

Expected Outcome: When a crash occurs, call stacks and debug logs give clear function names, making further fixes straightforward.

Final Verification

Once all subsystems build and basic functionality works, run through the game to identify remaining issues—such as unimplemented kernel calls, boundary bugs, or missing shaders.

Expected Outcome: The PC build loads Edge of Time content and runs with minimal issues. After verifying all features (graphics, sound, input, progression), you can reintroduce or optimize any Sonic-specific elements you may have temporarily removed during initial porting.

Proceeding in this order ensures that the core runtime compiles and loads TDU assets first, then gradually expands support for graphics, audio, and other subsystems. Each stage builds upon the previous one, allowing you to confirm stability before moving on.

View official project
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Racing / Driving
Status
beta
Original platform
Xbox 360
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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