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Ghost Recon Advanced Warfighter Recompiled
PORTSNATIVE

Ghost Recon Advanced Warfighter Recompiled

PORT NATIVOSHOOTER / DISPAROSWINDOWSALPHA

Ghost Recon Advanced Warfighter Recompiled

Tom Clancy's Ghost Recon Advanced Warfighter

OrigenXbox 360

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Tom Clancy's Ghost Recon Advanced Warfighter es un videojuego de disparos publicado por Ubisoft para Xbox 360, lanzado en 2006.

Información oficial del proyecto

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

GRAW 360 Recompiled

The Xbox 360 Tom Clancy's Ghost Recon Advanced Warfighter (2006), the console-exclusive Red Storm version with the third-person camera and the Cross-Com drone, statically recompiled to run natively on PC, Linux and the Steam Deck.

Unofficial. No game data included. Bring your own Xbox 360 disc. A release's Linux / Steam Deck zip holds the built programs and no game files; on Windows you build from your own disc.

What it is

A static recompilation: the game's PowerPC code is translated to x86-64 C++ ahead of time with ReXGlue, and a game-specific runtime stands in for the Xbox. Not an emulator, not a decompilation. The same approach and toolchain as fear360-recomp; the project conventions borrow from Lost Odyssey Recomp.

Status

Version 0.6: the campaign plays on Windows and on Linux / Steam Deck; a work in progress. The disc holds three programs, each recompiled separately, and the front end hands over between them as the console did:

  • the front end (start screen, menus) works;

  • the campaign plays, with a native renderer: Direct3D 12 on Windows (true 120 fps with character animation at the right speed) and Vulkan on Linux and the Steam Deck (a steady 30 fps there), with the Cross-Com feed and the tactical map. It draws at the 360's 1280×720 for now; the emulated renderer goes up to 4K internal resolution. It hasn't been played through end to end yet; #36 tracks the road to 1.0, and #38 the Linux build;

  • Instant Action and co-op load and play on Windows, including Local Play split-screen for up to four players (docs/MULTIPLAYER.md); two players have played split-screen on one Steam Deck. Online play is being scoped (#35, #48).

  • Releases: the Linux / Steam Deck zip; its README has the setup

  • docs/SETUP.md: build and play from your own disc

  • docs/HANDOFF.md: current state, how things work, where things live

  • docs/NATIVE_RENDERER.md: the campaign's native renderer

  • docs/FINDINGS.md: what the disc and the executables are

Build and run (Windows)

docs/SETUP.md has the details (requirements, what each step does). In short:

pwsh -NoProfile -File tools/setup.ps1                                        # toolchain, patched SDK tools
pwsh -NoProfile -File tools/extract.ps1 -Iso 'D:\path\to\your\graw.iso'   # ~4.8 GB into port/assets
pwsh -NoProfile -File tools/build.ps1                                        # front end
pwsh -NoProfile -File tools/build.ps1 -Project port-yeti                     # campaign
pwsh -NoProfile -File tools/build.ps1 -Project port-mp                       # Instant Action / multiplayer
pwsh -NoProfile -File tools/launch.ps1 -Native -Fps 120                      # play: native renderer, 120 fps

Supported disc: USA/Europe multilingual, title 555307D5 (the build checks each executable's SHA-256).

Layout

port/        the front end (default.xex): manifest, src/ (host code shared by all three), assets/ (your disc, ignored)
port-mp/     Instant Action, co-op and multiplayer (GR3Xenon_Release.exe)
port-yeti/   the campaign (Yeti_Final_Xenon.exe)
native/      the campaign's native Direct3D 12 renderer
tools/       setup, extract, build, launch, smoke, SDK patches (patches/), analysis tools
docs/        setup, handoff, findings, investigations
third_party/ the patched ReXGlue source tools/setup.ps1 makes (ignored)
private/     your captures, logs and decrypted images (ignored)

Legal

  • This repository holds no assets, executables, generated code, keys or proprietary code. Before pushing, run python -I tools/audit_repo.py (CI runs it too).
  • A release's Linux / Steam Deck zip holds the built programs, which contain a machine translation of the game's code, and no game files: players need their own disc. Never attach game files or the private test packages to a release.
  • Three sets of terms, file by file in NOTICE, full texts in LICENSES/:
    • MIT (LICENSE): our own tools, docs and glue.
    • GPL-3.0-or-later (LICENSES/GPL-3.0.txt): port-yeti-nx/src/native/ (fear-nx ← Project8Recomp ← nfsmw-nx); the port-yeti-nx build that links it is GPL.
    • BSD-3-Clause: ReXGlue (with Xenia's notices), its rexglue init scaffolding and our SDK patches in tools/patches/.
  • Ghost Recon is a trademark of Ubisoft Entertainment. Not affiliated with Ubisoft, Red Storm Entertainment, Ubisoft Paris or Microsoft.

Credits

  • Red Storm Entertainment and Ubisoft Paris: the game
  • Tom Clay and contributors: ReXGlue; the Xenia team
  • Inspiration: Lost Odyssey Recomp, UnleashedRecomp, fear-nx
  • Built with Claude Code
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
alpha
Plataforma de origen
Xbox 360
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
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