Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
Saints Row
PORTSNATIVE

Saints Row

PORT NATIVOACCIÓN / AVENTURAWINDOWSALPHA

Saints Row

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Saints Row es un videojuego de acción y aventura desarrollado por la empresa Volition y publicado por THQ para la plataforma Xbox 360. Se lanzó el 29 de agosto de 2006 en América del Norte, dos días más tarde en Australia y el 1 de septiembre de ese mismo año en Europa y su versión móvil.

2 versiones de Saints Row

Estás viendo: Saints Row

Saints Rowgithub.com/sp00nznet/saintsrow
Windows
Actual
Saints Row Recompiledgithub.com/whompay/SaintsReborn
Windows
›

Información oficial del proyecto

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

Saints Row (Xbox 360, 2006) — Static Recompilation

Saints Row's Xbox 360 executable, recompiled from PowerPC to native x86-64 C++ with the ReXGlue SDK, so it runs on Windows without an emulator. Saints Row (2006) never had a PC release.

Walking the streets of Stilwater in the recompiled build

Status

v0.1.0. It boots through the logos, attract mode and the menu, and New Game goes through Player Creation into Stilwater, where you can walk around, all with correct graphics, audio and controller input. Past that, nobody has tested it yet: playtesters wanted (see Known issues and Reporting a problem).

StageState
Boot, THQ/Volition logos, legal screenworks
Attract mode (city fly-by), main menuworks
New Game → cathedral loading screen → Player Creationworks
Begin Game → opening load (~2½ min) → the cityworks
On foot: walking, camera, HUD, minimap, pause mapworks
First mission, combat, vehiclesnot tested yet
Load Gamenot tested since the 2026-10-20 rebuild

What's next is in ROADMAP.md; the investigation history is in docs/progress-log.md.

Known issues

  • HUD flicker on foot. The weapon radial (top right) pops up on its own now and then, and the minimap's green objective marker (bottom left) blinks faster than it should. Not tracked down yet. If you see it, a short clip and your project\build\logs\saintsrow_NNN.log help a lot.
  • Slow, uneven loading. The opening load after Player Creation takes about 2½ minutes on the test machine and has sometimes not finished at all. If it sits on the "Streets of Stilwater" screen for more than 10 minutes, please report it.
  • Slow startup. The window can take a minute or more to appear (see the trip-ups below).

This repository holds no game code or data. The C++ is generated on your machine from your own copy of the game and is never committed (see License).

Screenshots

Recorded from the recompiled build, 2026-10-20.

Main menu over attract mode Cathedral loading screen Player Creation On foot outside the church

Getting Started

You need your own Saints Row disc (NTSC-U, title ID 545107D1) as an .iso, or its files already extracted to a folder that contains default.xex.

Quick start

Installer: download SaintsRow-Installer-windows-x64.exe from the latest release, run it, and point it at the folder holding your .iso (or the extracted game). It does everything below and gives you a Play button. Windows SmartScreen will ask first (More info, Run anyway): the installer isn't signed. The first build takes 30 to 60 minutes.

Or from a download of this repository:

  1. Download this repository (green Code button → Download ZIP) and unzip it somewhere with about 20 GB free.
  2. Double-click Setup.cmd.
    • It checks for Git, CMake, Ninja, LLVM/Clang, Python and the Visual Studio C++ Build Tools, and asks before installing anything that's missing (through winget).
    • It asks for the path to your .iso or extracted folder.
    • It then builds the ReXGlue SDK (10–20 minutes the first time), recompiles the game to C++, and builds it (10–20 minutes).
  3. When it prints Done., double-click Play.cmd.

If it stops, it says what to do in one line and writes the details to setup.log. Running it again picks up where it left off.

Step by step

These are the same steps Setup.cmd runs.

Prerequisites (versions this was built with):

ToolVersionInstall
Windows10/11 x64, D3D12 GPU
Git2.4xwinget install Git.Git
CMake3.25+ (4.2.1 used)winget install Kitware.CMake
Ninja1.11+winget install Ninja-build.Ninja
LLVM / Clang18+ (21.1.8 used)winget install LLVM.LLVM
VS 2022 Build Tools"Desktop development with C++"for the MSVC libraries and Windows SDK
Python3.8+winget install Python.Python.3.12 (only for extracting an .iso)

1. Game data. Extract the disc into extracted\ at the repository root, using 360tools:

git clone --depth 1 https://github.com/sp00nznet/360tools tools\360tools
python -I tools\360tools\tools\extract_iso.py "D:\path\to\Saints Row.iso" extracted

It ends with Extracted 375 files to extracted/. extracted\default.xex must exist.

2. ReXGlue SDK, from our fork: upstream development at bd833a2 plus the fixes this game needs. They live in a fork rather than going upstream because they were written with an AI assistant and ReXGlue doesn't take AI-written PRs. The fork's README lists exactly what it changes.

git clone -b saintsrow https://github.com/sp00nznet/rexglue-sdk tools\rexglue-sdk
cd tools\rexglue-sdk
git checkout d50d599
git submodule update --init --recursive
cmake --preset win-amd64 "-DCMAKE_RC_COMPILER=C:/Program Files/LLVM/bin/llvm-rc.exe"
cmake --build out/build/win-amd64 --config Release
cmake --install out/build/win-amd64 --config Release --prefix out/install/win-amd64
cd ..\..

The install ends with -- Registered rexglue in CMake user package registry.

3. Codegen and the game. Codegen recompiles default.xex to C++ in the git-ignored generated\:

cd project
..\tools\rexglue-sdk\out\install\win-amd64\bin\rexglue.exe codegen saintsrow_manifest.toml
cmake --preset win-amd64
cmake --build build

Configure prints -- Found ReXGlue SDK 0.10.0.28-dev.gb64198f, and the build ends with Linking CXX executable saintsrow.exe.

4. Run it:

project\build\saintsrow.exe --game_data_root=extracted

Usual trip-ups

  • python opens the Microsoft Store: that's Windows' app alias, not Python. Install Python, or turn the alias off in Settings → Apps → Advanced app settings → App execution aliases.
  • clang not found right after installing LLVM: open a new terminal so it picks up the new PATH, or add C:\Program Files\LLVM\bin yourself.
  • The SDK build fails on rexruntime.rc.res: CMake picked Microsoft's rc.exe, which can't read clang's preprocessed output. Pass -DCMAKE_RC_COMPILER=.../llvm-rc.exe as above, and delete out\build if an older configure cached rc.exe.
  • The window takes a minute or more to appear: SDL queries every display adapter Windows knows about at startup, and that is slow on machines with many virtual display adapters installed.

Usage

Play.cmd                                  # windowed fullscreen on the primary monitor
Play.cmd --monitor=2                      # on the second monitor
Play.cmd --fullscreen=false               # in a window
Play.cmd --log_flush_interval=1           # flush logs/saintsrow_NNN.log every second

Controls: a controller works directly. Keyboard: Enter = Start, Space = A, Tab = Back, WASD = left stick. The game only reads input while its window has focus.

SR_AUTOPLAY=1 adds a scripted controller that taps a button every 4 seconds, cycling A, Y and START. It walks the menus, Player Creation and the first tutorial popup with nobody at the keyboard, and is how test runs are made. SR_AUTOPLAY_WALK=<seconds> stops the taps after that long and walks forward with the camera panning (the GIF above is one of these):

set SR_AUTOPLAY=1
project\build\saintsrow.exe --game_data_root=extracted --monitor=2 --log_flush_interval=1

Logs go to project\build\logs\. A crash writes the faulting stack to project\build\saintsrow_crash.log.

Reporting a problem

Open an issue with what you did, what happened, your GPU and Windows version, and the newest project\build\logs\saintsrow_NNN.log (plus project\build\saintsrow_crash.log if the game crashed). A screenshot or short clip is the fastest way to show a graphics problem. Reports from past the opening walk (the first mission, cars, combat, saving) are the most useful right now.

Building from source

The pieces and how they fit are in docs/architecture.md. In short:

  • project/saintsrow_manifest.toml tells ReXGlue's codegen where the game's code is and lists the functions its scanner misses. Setup runs it once; after that the build reruns it when the manifest changes.
  • project/src/main.cpp is the app (window, paths, crash report); project/src/stubs.cpp holds overrides of game or kernel functions.
  • -DSAINTSROW_LEGACY_STUBS=ON turns the 0.7-era game overrides back on for comparison. They are off by default because the game gets further without them.

License

The code in this repository (tools, build files, runtime glue and documentation) is MIT; see LICENSE. ReXGlue, which setup clones separately, is BSD-3-Clause.

The MIT licence does not and cannot cover Saints Row itself. The game's code, art, audio and data belong to their rights holders, are not distributed here, and you need your own copy to use any of this. The C++ that codegen generates from the game is a derivative of it and outside the MIT grant for the same reason. It is made from your own copy and is never tracked in this repository.

Related projects

  • 360tools — extraction and triage tools for Xbox 360 recomps
  • ReXGlue SDK — the recompiler and runtime this is built on (our fork is what the build uses)
  • StilwaterReclaimed — Saints Row 2 static recompilation
Leer guía oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
—
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
Ver en GitHub
Publicidad