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WWE 2K14 (PC)
PORTSNATIVE

WWE 2K14 (PC)

PORT NATIVOLUCHA / COMBATEWINDOWSBETA

WWE 2K14 (PC)

WWE 2K14

OrigenXbox 360

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

WWE 2K14 es un videojuego de lucha libre profesional desarrollado por Yuke's y Visual Concepts y publicado por 2K Sports, que está disponible para las consolas PlayStation 3 y Xbox 360. Es el primer juego publicado por 2K Sports desde que Take-Two consiguió la licencia de THQ tras su quiebra. Es una secuela de WWE '13 y el primer juego de la serie WWE 2K. Fue lanzado el 29 de octubre de 2013 en Norteamérica y el 1 de noviembre en Europa, al igual que en Sudamérica.

3 versiones de WWE 2K14

Estás viendo: WWE 2K14 (PC)

WWE 2K14 (PC)github.com/mikeflare007/wwe2k14-recomp
Windows
Actual
WWE 2K14 (WWE2K14-PC)github.com/itsbybanshee/wwe2k14-pc
Windows
›
WWE 2K14 (wwe2k14-recomp)github.com/PromethenDev/wwe2k14-recomp
Windows
Linux
›

Información oficial del proyecto

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

WWE 2K14 Recomp

An unofficial native PC port of WWE 2K14 (Xbox 360), made by static recompilation. The game's original PowerPC code is translated ahead of time into C++ and compiled into a normal 64-bit Windows program. It is not an emulator: there is no CPU interpreter or JIT, and the game runs at native speed on top of a Vulkan graphics backend.

You must own the game. This repository contains no game code, no game files and no assets. You build it yourself from your own legally obtained Xbox 360 copy of WWE 2K14 with title update 2.0.1.0. See DISCLAIMER.md.

Screenshots

Running natively on Windows (1440p, 60 FPS):

Title screenMatch setup
John Cena's entrance at No Way OutCM Punk's entrance

Status

Boot, legal screen, 2K logo, menus✅
Exhibition matches, entrances, commentary✅
WrestleMania mode✅ played through several matches
Saves✅ (stored in userdata/)
60 FPS gameplay✅ (entrances and cutscenes keep the game's own 30 FPS, so they play at natural speed)
Resolution720p (native), 1440p, 4K, or 4K-FSR (1440p render + AMD FSR upscale: close to 4K at 1440p speed)
Cloth (jackets, dresses: e.g. Bobby Heenan, Miss Elizabeth)✅ fixed
Managers, alternate and created attires (were black or rainbow-striped)✅ fixed
Menu music, entrance themes, commentary✅
DLC packssupported via install-dlc.bat (installer tested on package format; in-game DLC testing welcome)
Mods (file replacement)drop-in through update\ (see Mods)
Universe, Creation Suite, every arena and wrestlernot fully tested yet; please report issues

Tested on Windows with an NVIDIA RTX 3080: smooth 60 FPS at 1440p and 4K-FSR.

Playing (Windows)

You need your own WWE 2K14 game files and a Vulkan-capable GPU.

  1. Download WWE2K14-Recomp-v1.0.zip from Releases and unzip it anywhere. It contains the game program and launcher only, no game files.
  2. Game files: extract your own WWE 2K14 Xbox 360 disc (for example with extract-xiso) into the game folder, so that game\default.xex exists. Or keep it anywhere and set game_folder= in settings.txt.
  3. Title update 2.0.1.0 (media ID 0D94D1D2): put your own TU file (named like tu00000002_00000000) in the title-update folder. The launcher unpacks it on the first start (needs Python 3, with "Add python.exe to PATH" ticked).
  4. Double-click WWE 2K14 Recomp.exe. The launcher lets you pick resolution, frame rate, fullscreen and your game folder, back up saves, install DLC and open the logs. Press Play. (play-wwe2k14.bat still works too and reads the same settings.txt.) For Steam, add WWE 2K14 Recomp.exe as a non-Steam game.

You can also build wwe2k14.exe yourself; see Building.

The first matches can stutter for a moment whenever something new appears (a new wrestler, arena or effect): its graphics shaders are being built. They are cached in userdata/, so it gets smoother the more you play.

Settings (settings.txt)

SettingValues
game_folderyour extracted game folder (empty = game next to the launcher)
resolution720p, 1440p, 4k, 4k-fsr
fpsoriginal (60, with entrances and cutscenes at 30), or 60 (everything at 60; entrances run too fast)
fullscreenyes / no (F11 toggles in game)
texture_fixon (default) / off: copies textures the game builds on the GPU (managers, alternate and created attires) back before the game reads them, so they don't render black or striped

Keyboard and mouse work through the built-in controller emulation, and Xbox controllers work as normal.

DLC

Bring your own WWE 2K14 DLC package files (the Xbox 360 LIVE/PIRS files from your console's storage). Drag the package files, or a folder of them, onto install-dlc.bat (needs Python 3). Each pack is unpacked into userdata/0000000000000000/545408B2/00000002/ with a content header, which is where the game looks for marketplace content. Packages for other games and title updates are skipped. To remove a pack, delete its folder and its .header file.

Mods

The game checks the update\ folder before the disc for every file it loads, because that is how the title update replaces files. So a modded file placed in update\ under the same path as on the disc (for example update\pac\ch\ch123.pac) is used instead of the original. Keep a backup of anything you replace, and test one mod at a time.

Building

Full instructions: docs/BUILDING.md. The short version (Ubuntu 24.04 host, LLVM 20; Windows is cross-compiled from Linux):

./tools/setup.sh                       # fetch + patch + build the ReXGlue SDK next to this repo
cp /your/game/default.xex  game/       # your own files, never committed
cp /your/update/default.xexp game/
./tools/codegen.sh                     # recompile the game code into generated/ (local only)
python3 tools/check-generated.py       # safety checks on the generated code
./tools/build-windows.sh               # -> out/build/win-amd64-cross/RelWithDebInfo/wwe2k14.exe

How it works, and what was fixed

WWE 2K14 runs on the same Yuke's engine as WWE '13, so this port starts from WWE '13 Recomp and its ReXGlue SDK changes, then adds everything 2K14 needed. Main 2K14 work:

  • Function map for the TU 2.0.1.0 executable (config/functions.toml). Static recompilation must know where every function starts. The analyzer misses functions that are only ever called through pointers, which crashes the game the first time one runs. Two audits found them: pointer targets in data and code, plus an orphan scan for straight-line code blocks that no branch reaches.
  • The legal-screen freeze. Some pattern-found entries were really the case blocks of switch statements. The split turned each bdzf case branch into a plain return, so the scene state machine never left the legal screen. tools/check-generated.py now refuses any output with that pattern.
  • Cloth race (src/cloth_handshake_2k14.cpp). On PC the Havok cloth thread can finish before the game clears its "done" event, so the signal is lost and jackets and dresses rendered as garbage. The fix clears the event before signalling the thread.
  • Black / striped managers and attires (src/untile_coherency_2k14.cpp, issue #1). The game builds some wrestler textures on the GPU (Miss Elizabeth, Stephanie, alternate and created attires), then untiles them on the CPU with XGUntileSurface. The recompiled GPU keeps those results in its own memory, so the CPU read stale data. The hook reads back exactly each untiled surface first (the WWE '13 Recomp fix), so there is no per-frame cost.
  • 60 FPS (src/present_interval_2k14.cpp). The game's present-interval setter is overridden, with an opt-out that keeps the original timing.
  • 4K / 4K-FSR: integer resolution scaling, plus FSR upscaling at present time.
  • Music: the Xbox music-player (XMP) controller is reported as idle, the way Xenia does. This stops the game from muting its own soundtrack.
  • Diagnostics: an import-call tracer (REX_IMPORT_TRACE=1) and a startup-sequence probe (WWE13_STARTUP_PROBE=1) that compare the port against Xenia call by call.

Engine-side changes are in rexglue-patches/ (patches 0100 and later are 2K14 work).

Reporting a problem

Open an issue with what you were doing, your GPU, and the newest log from logs/. Never attach game files or saves that contain game data.

Credits

  • WWE '13 Recomp by PromethenDev and contributors: the base of this port (BSD 3-Clause).
  • ReXGlue SDK by Tom Clay, via the rexglue-sdk-yukes fork (BSD 3-Clause).
  • Xenia by Ben Vanik and contributors: ReXGlue's kernel and GPU code is derived from it. Xenia Canary was also the reference used to find 2K14's bugs.
  • Third-party libraries (SDL, FFmpeg, Vulkan, fmt, spdlog and others) under their own licenses; see the SDK's thirdparty/ folder.
  • WWE 2K14 port: mikeflare007 and Claude (Anthropic).

License

This project's own source code is under the BSD 3-Clause License, which keeps the original WWE '13 Recomp and ReXGlue copyright notices. It grants no rights to WWE 2K14 or any game content. "WWE" and "2K" are trademarks of their owners. This is an unofficial fan project, not affiliated with or endorsed by WWE, 2K, Take-Two, Yuke's or Microsoft.

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FICHA DEL PROYECTO

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

Plataformas de destino 1

Windows
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