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Daytona USA Recompiled
PORTSNATIVE

Daytona USA Recompiled

PORT NATIVOCARRERAS / VELOCIDADWINDOWSLINUXBETA

Daytona USA Recompiled

Daytona USA

OrigenXbox 360

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux

Ver proyecto oficial

Sobre el proyecto

Daytona USA es un videojuego de carreras desarrollado por Sega AM2 y publicado por Sega en el año 1994. En principio el juego fue desarrollado para máquinas recreativas y posteriormente fue portado a Sega Saturn, Sega Dreamcast, Windows y finalmente a Xbox Live y PlayStation Network.

2 versiones de Daytona USA

Estás viendo: Daytona USA Recompiled

Daytona USA Recompiledgithub.com/Subarasheese/daytona-xbla-recomp
Windows
Linux
Actual
Daytona USA (3DS, PC, Android)github.com/wigwoo1/daytona-arcade-port
Windows
Android
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Daytona USA ReXGlue Recompilation

This project is a static recompilation of Daytona USA (Xbox 360 / XBLA, 2011) using ReXGlue. No copyrighted game files are included.

Quick start

Building requires completing every step below in order. Skipping any step will cause the next one to fail.

  1. Install prerequisites
  2. Clone with submodules: git clone --recurse-submodules <this repo>
  3. Place your game package in game/ and run python3 scripts/extract_game.py
  4. Configure:
    • Linux: cmake --preset linux-amd64 -S project
    • Windows: cmake --preset win-amd64 -S project
  5. Run codegen:
    • Linux: cmake --build project/out/build/linux-amd64 --config Release --target daytona_codegen
    • Windows: cmake --build project/out/build/win-amd64 --config Release --target daytona_codegen
  6. Build:
    • Linux: cmake --build project/out/build/linux-amd64 --config Release
    • Windows: cmake --build project/out/build/win-amd64 --config Release
  7. Run:
    • Linux: LD_LIBRARY_PATH="$PWD/thirdparty/rexglue-sdk/out/linux-amd64/Release" project/out/build/linux-amd64/Release/daytona --game_data_root="$PWD/extracted"
    • Windows: project\out\build\win-amd64\Release\daytona.exe --game_data_root=extracted

See the sections below for details on each step and Windows equivalents.

Prerequisites

All platforms

  • CMake 3.25+
  • Ninja build system

Windows

  • Visual Studio 2022 Community with the Desktop development with C++ workload, including:
    • C++ Clang Compiler for Windows (20.x or newer)
    • MSBuild support for LLVM (clang-cl) toolset

Linux

  • Clang 20+
  • GTK3 development headers (libgtk-3-dev on Debian/Ubuntu, gtk3 on Arch)
  • X11/XCB interop library (libx11-xcb-dev on Debian/Ubuntu, libx11 on Arch, libX11-devel on Fedora)
  • XWayland or a native X11 session (the SDK renders via XCB; on Wayland, XWayland must be running)

Included

config/                         ReXGlue manifest/config files
ppc/                            PPC metadata headers
project/                        host project sources and CMake files
scripts/extract_game.py         local STFS package extractor
thirdparty/rexglue-sdk          required ReXGlue SDK submodule

The host project sources were copied from the running daytona_working tree, including:

project/src/daytona_symbols.h
project/src/stubs.cpp
project/src/main.cpp

project/src/daytona_symbols.h is the full symbol map from the working version.

Required local game files

To regenerate codegen or run the project, provide your own legally obtained Daytona USA XBLA package in:

game/

The local package currently used with this tree is:

game/{game_file_with_id}
type: Microsoft Xbox 360 LIVE/STFS package, Arcade Title
title/media: XA-2845, media ID 3CA562D4
size: 240058368 bytes
sha256: db2381451a15a4e537154712213a0309e9ddc33d20bdc03421d80c9939893cef

Extract it from the repository root with:

python3 scripts/extract_game.py

The script extracts the STFS package into:

extracted/

and copies the executable required by ReXGlue to:

assets/default.xex

config/daytona_manifest.toml references that executable as:

../assets/default.xex

game/, extracted/, and assets/ are ignored by git because they contain copyrighted game files. A successful extraction currently produces 162 files; the root default.xex should be detected by file as:

Microsoft Xbox 360 executable (XA-2845, media ID: 3CA562D4), all regions

Required ReXGlue SDK

This recompilation requires the daytonaxbla branch of the ReXGlue SDK — not the default branch. It is vendored as a git submodule at:

thirdparty/rexglue-sdk

After cloning this repository, initialize it with:

git submodule update --init --recursive

If git submodule status --recursive prints nothing even though .gitmodules contains thirdparty/rexglue-sdk, the submodule was not recorded in the index. Re-add it — the -b daytonaxbla flag is required:

git submodule add -b daytonaxbla https://github.com/Subarasheese/rexglue-sdk.git thirdparty/rexglue-sdk
git submodule update --init --recursive

The current submodule checkout used when this tree was prepared is:

82a88a385c456ccfd82eae2b320955d0f028d92d

CMake may warn that no v* tag is reachable from the SDK checkout and fall back to 0.8.0.0-dev.unknown. That warning did not block configure, codegen, or the Release build on this tree.

Regenerate codegen

From the repository root:

Linux

cmake --preset linux-amd64 -S project
cmake --build project/out/build/linux-amd64 --config Release --target daytona_codegen

Windows

cmake --preset win-amd64 -S project
cmake --build project/out/build/win-amd64 --config Release --target daytona_codegen

That target uses the rex::rexglue executable built from thirdparty/rexglue-sdk. The generated/ and config/generated/ directories are local codegen outputs and are intentionally ignored by Git.

Build

Prerequisites: Complete Regenerate codegen first. The build requires generated headers such as daytona_init.h that do not exist in the repository.

Configure and build from the repository root.

Linux

cmake --preset linux-amd64 -S project
cmake --build project/out/build/linux-amd64 --config Release

Windows

cmake --preset win-amd64 -S project
cmake --build project/out/build/win-amd64 --config Release

Alternatively on either platform, cd project/ first and run the presets without the -S / path overrides:

# Linux
cd project
cmake --preset linux-amd64
cmake --build --preset linux-amd64-release
rem Windows
cd project
cmake --preset win-amd64
cmake --build --preset win-amd64-release

If configuration fails with a missing SDK message, run:

git submodule update --init --recursive

The Daytona target directly compiles SDK sources including rex_app.cpp, so it needs two SDK include paths in project/CMakeLists.txt:

thirdparty/rexglue-sdk/thirdparty/imgui
project/out/build/<preset>/rexglue-sdk/include   (linux-amd64 or win-amd64)

Without them, the Release build fails with missing imgui.h or rex/version.h.

Run

Provide the extracted game directory via --game_data_root.

Linux

The executable links against SDK shared libraries from the build output. Run it with LD_LIBRARY_PATH:

LD_LIBRARY_PATH="$PWD/thirdparty/rexglue-sdk/out/linux-amd64/Release" \
  project/out/build/linux-amd64/Release/daytona \
  --game_data_root="$PWD/extracted"

For a short smoke test that does not leave the process running:

mkdir -p logs
timeout 20 env \
  DISPLAY=:1 \
  GDK_BACKEND=x11 \
  LD_LIBRARY_PATH="$PWD/thirdparty/rexglue-sdk/out/linux-amd64/Release" \
  project/out/build/linux-amd64/Release/daytona \
  --game_data_root="$PWD/extracted" \
  --log_file="$PWD/logs/daytona_run.log" \
  --log_level=debug

If LD_LIBRARY_PATH is omitted, ldd project/out/build/linux-amd64/Release/daytona shows librexruntime.so => not found and libTracyClient.so => not found.

Windows

The build step automatically copies runtime DLLs next to the executable, so no PATH changes are needed. Run from the repository root:

project\out\build\win-amd64\Release\daytona.exe --game_data_root=extracted

logs/ and *.log are ignored so local runtime logs are not uploaded.

This has been confirmed to build and run from this checkout after building the Release preset. During a working run, the log may still print repeated NtQueryInformationFile(XFileXctdCompressionInformation) unimplemented messages and occasional Skipping Vulkan frame presentation due to async placeholder draw usage in this frame warnings.

If --game_data_root is omitted, startup exits immediately with:

[ERROR] --game_data_root was not provided.

Roadmap

FeatureStatus
Arbitrary resolution support (including ultrawide 21:9 and wider)Planned
Keyboard control mappingPlanned
Android portPlanned
Native rendering (replace Xbox 360 GPU emulation with a native Vulkan/D3D12 backend)Planned
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Carreras / Velocidad
Estado
beta
Plataforma de origen
Xbox 360
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 2

Windows
Linux
Ver en GitHub
Publicidad