WWE Crush Hour Recompiled
WWE Crush Hour
OriginPlayStation 2
TechnologyStatic recompilation (native C/C++)
Available forWindows
View official projectAbout the project
WWE Crush Hour es un videojuego de carreras publicado por THQ para PlayStation 2, lanzado en 2003.
Official project information
WWE Crush Hour — native PC port
Unofficial native Windows port of WWE Crush Hour (PlayStation 2, SLUS-203.85), built by static recompilation: the game's EE program and its VU1 microcode are compiled ahead of time to x64, and the RenderWare graphics are drawn natively with Direct3D 11 from the game's own data. Nothing is interpreted at run time (the IOP side is high-level emulation). Bring your own disc — the repository holds no game files (see Not included).
The engine is a fork of ran-j/PS2Recomp (its README:
README.PS2Recomp.md); the port's own files are in port/.
Features
- 60 fps (TargetFPS=30 for the original pacing), menus and matches steady
- True widescreen: wider 3D view, HUD / menus / name tags kept in proportion, 2D screens pillarboxed
- Up to 4K: the internal render scale follows the window / screen size (1080p 3x, 1440p 4x, 4K 6x)
- Native RenderWare renderer: world (incl. the live arena screens), cars, reflections, skinned drivers, particles, the crowd, HUD and menus; split screen verified against the original VU programs
- Xbox controllers (XInput) with Xbox button prompts (glyphs from WWE SmackDown vs Raw 2011)
- In-game mod menu (main menu "m" plank, or F2 / BACK + RB): the game's cheats and PCSX2 .pnach cheat files, toggled live
- 2-player split screen, keyboard support, FPS counter (F1), borderless fullscreen (Alt+Enter)
Layout
| Path | Contents |
|---|---|
ps2xRecomp/, ps2xAnalyzer/ | the recompiler (R5900 -> C++) and ELF analyzer |
ps2xRuntime/ | runtime: memory, kernel / IOP HLE, VIF / GIF / GS, the D3D11 GS backend, the native RenderWare path (src/lib/gs/native_rw.cpp), the Win32 host |
port/recomp/config.toml | recompiler configuration for SLUS_203.85 (stubs, skips, patches) |
port/tools/ | patches applied to the generated code (patch_*.py), the VU1 recompiler (vu1_recomp.py), build (lowbuild.ps1) and hidden test scripts (bgtest.ps1, drivetest.ps1, menutest.ps1, mptest.ps1) |
port/docs/ | technical notes: native RenderWare renderer, performance, sound engine protocol |
port/release/ | the player README, launcher and default settings shipped with a build |
Building (outline)
- Extract
SLUS_203.85and the disc contents from your own copy of the game intoGameFiles/. - Run the recompiler with
port/recomp/config.tomlto generaterecomp/output/, thenpython port/tools/apply_patches.pyto apply the port's patches to the generated files. - Dump the game's VU1 microcode (
PS2X_VU_DUMP) and compile it withport/tools/vu1_recomp.py. - Configure with CMake (
out/build,-DPS2X_GAME_DIR=<recomp/output>) and build theps2EntryRunnertarget (port/tools/lowbuild.ps1). Player builds add-DPS2X_SHIPPING=ON(no developer diagnostics or verbose logs).
The tools find the working tree through PS2X_PORT_ROOT (default: the development machine's
D:\Xbox Games Ports\WWE Crush Hour); see port/tools/README.md. Without game files, the
recompiler, runtime and unit tests still build on Windows and Linux (ps2x_tests, run by CI).
port/tools/regress.ps1 compares the scripted test runs with a saved baseline.
Not included
The disc image, the game's files, the generated game code (recomp/output/), the VU1 microcode dumps and
compiled microcode, symbol / function lists taken from the game, and build outputs.
The button glyphs, the mod menu's "m" plank, the window icon and the ladder arena tile (ps2xRuntime/src/lib/gs/ *.inc, ps2xRuntime/res/game.ico) are the author's own older mod art, generated by the port/tools/make_*.py
scripts.