WWE SmackDown vs. Raw 2011 (PC)
WWE SmackDown vs. Raw 2011
OrigenXbox 360
TecnologíaRecompilación Estática (C/C++ nativo)
Disponible paraWindows
Ver proyecto oficialSobre el proyecto
WWE SmackDown vs. Raw 2011 es un videojuego de lucha libre profesional desarrollado por Yuke's y distribuido por THQ para los sistemas PlayStation 2 (PS2), PlayStation 3 (PS3), PlayStation Portable, Wii y Xbox 360. Es el duodécimo juego de la serie WWE SmackDown vs. Raw y es la secuela de WWE SmackDown vs. Raw 2010. Fue lanzado el 26 de octubre de 2010 en América del Norte, el 28 de octubre de 2010 en Australia y el 29 de octubre de 2010 en Europa. El juego se basa en las dos marcas de la World Wrestling Entertainment (WWE), Raw y SmackDown.
2 versiones de WWE SmackDown vs. Raw 2011
Estás viendo: WWE SmackDown vs. Raw 2011 (PC)
Información oficial del proyecto
WWE SmackDown vs. Raw 2011 — PC Port
This is a native Windows port of the 2010 Xbox 360 game WWE SmackDown vs. Raw 2011. It isn't an emulator. The game's code is statically recompiled to C++ with the ReXGlue SDK and built into an ordinary Windows program. It runs on the SDK's Xenia-derived runtime, draws with Direct3D 12, plays sound through XAudio2 and reads controllers through XInput.
It also adds:
- Sharp resolutions: 720p (the console's), 900p, 1080p, 1440p and 4K, with anti-aliasing, VSync and a steady 60 fps, even in the heaviest entrances.
- Any screen shape: on ultrawide monitors, the Steam Deck and foldable phones, matches and entrances fill the whole screen, with more of the arena in view and nothing stretched. Menus keep the original 16:9 picture.
- A launcher that installs the game from your disc image, keeps it up to date, and manages settings, saves, DLC, logos and movies.
- Your own entrance music: Create An Entrance → Music → USER PLAYLIST plays songs from a folder on your PC, as the Xbox 360 did from its hard drive.
- Your own entrance movies: turn any video into a titantron movie in the launcher and pick it in Create An Entrance.
- Up to 10 HD logos on a created superstar, instead of the game's limit of 2.
- Paint Tool import and export: put any image into the game's Paint Tool, or save its logos as PNGs.
- Type on your PC keyboard wherever the game shows its on-screen keyboard: superstar names, Story Designer text and more.
- Saves as plain files that you can back up, copy and share.
- Five languages: English, French, German, Spanish and Italian (the game's own text), chosen in the launcher or in game.
- Android: the full game on phones and tablets, with on-screen touch controls you can rearrange, or a controller.
- Discord: shows what you're playing (menus, entrances, a match) on your Discord profile.
- An experimental Vulkan renderer: the native renderer on Vulkan as well as Direct3D 12 (Settings → Renderer → Native Vulkan (EXPERIMENTAL)), the groundwork for Linux and Android.
[!IMPORTANT] This repository has no game in it. It holds no disc image, XEX, game data, movies, music or recompiled game code. You need your own copy of the Xbox 360 game. Make a disc image of it (
.iso), then point the launcher at that image.
[!NOTE] This port was made with Claude Code, Anthropic's AI coding assistant. Claude Code wrote most of the port's code, tools and docs, working with the project's human author, who directed, tested and played it. See Contributors.
Screenshots
<table> <tr> <td width="50%"><img src="docs/screenshots/title.jpg" alt="Title screen"><br><sub><b>Title screen</b></sub></td> <td width="50%"><img src="docs/screenshots/main-menu.jpg" alt="Main menu"><br><sub><b>Main menu</b>, with the port's <b>EXIT</b> entry</sub></td> </tr> <tr> <td><img src="docs/screenshots/custom-movie-entrance.jpg" alt="An entrance with a custom movie"><br><sub><b>Your own entrance movie</b> on the big screen</sub></td> <td><img src="docs/screenshots/caw-logos-match.jpg" alt="Created superstar with extra logos in a match"><br><sub><b>A created superstar</b> wearing four HD logos, in a match</sub></td> </tr> <tr> <td><img src="docs/screenshots/user-playlist.jpg" alt="USER PLAYLIST"><br><sub><b>USER PLAYLIST</b>: songs from your Music folder</sub></td> <td><img src="docs/screenshots/graphics-page.jpg" alt="Graphics options in game"><br><sub><b>Graphics options</b> in <i>My WWE → Options</i></sub></td> </tr> <tr> <td><img src="docs/screenshots/ultrawide-entrance.jpg" alt="An entrance on a 21:9 screen"><br><sub><b>Ultrawide</b>: an entrance filling a 21:9 screen</sub></td> <td><img src="docs/screenshots/phone-cover-match.jpg" alt="A match on a phone with touch controls"><br><sub><b>Android</b>: a match on a phone, with the on-screen controls</sub></td> </tr> <tr> <td><img src="docs/screenshots/phone-unfolded-entrance.jpg" alt="An entrance on a foldable's inner screen"><br><sub><b>Foldables</b>: the near-square inner screen, filled</sub></td> <td><img src="docs/screenshots/language-french.jpg" alt="The game in French"><br><sub><b>Languages</b>: the game in French</sub></td> </tr> </table>Contents
- Screenshots
- What you need
- Install and play
- Controls
- Updates
- Steam Deck and Linux (Proton)
- Android
- Settings
- Features
- Building from source
- Troubleshooting
- Contributors
- Legal and credits
What you need
| 💿 The game | A disc image of your own WWE SmackDown vs. Raw 2011 Xbox 360 disc, as an .iso. The PS3, Wii, PS2 and PSP versions won't work. |
| 🖥️ PC | Windows 10 or 11 (64-bit). A graphics card with Direct3D 12. A CPU from about 2009 or later (SSE4.2). It also runs on a Steam Deck (55–60 fps) and Linux PCs through Proton: see Steam Deck and Linux. |
| 💾 Disk space | About 6 GB: 5.3 GB for the game, plus room for saves and caches. |
| 🎮 Controller | An Xbox controller (Xbox 360, Xbox One or Series). Other gamepads work through SDL. |
Install and play
<p align="center"> <img src="docs/images/install-flow.svg" alt="Disc image, then Launcher Install, then Settings, then Play" width="100%"> </p>- Download the latest zip from Releases and unzip it anywhere. It holds the launcher and the game program, with no game data.
- Make a disc image of your Xbox 360 game disc, as an
.iso. - Open
SvR2011 Launcher.exeand go to the Install tab:- Under Your disc image, choose your
.iso. - Under Install to, choose an empty folder.
- Click Install. The launcher only reads the image and never changes it. It copies the game out (about 5.3 GB) and puts the PC program beside it. If you stop it, click Install again later and it carries on where it left off.
- Under Your disc image, choose your
- Settings tab: pick windowed or fullscreen, the resolution, VSync and so on.
- Play tab: press Play.
Your saves go to Saves\ inside the game folder.
flowchart LR
A[Your Xbox 360 disc] -->|you rip it| B[game.iso]
B -->|Launcher: Install| C[Game folder]
C --> D[svr2011.exe]
E[Music and Custom Movies] -->|your entrances| D
F[svr2011.toml] -->|Launcher: Settings| D
Updates
From version 0.2.0 the launcher updates itself. When it starts, it checks this repository's releases. If there's a newer one, it asks, downloads it, replaces the program files and restarts. Your saves, settings, music and movies are kept. The Updates box on the Play tab shows your version, has a Check for updates button, and can turn the check at start off.
Coming from v0.1.0: that version has no updater. Download v0.2.0 once, unzip it, open its launcher, and click Install into your game folder. Files already there are skipped.
Steam Deck and Linux (Proton)
The port is a Windows program. On a Steam Deck or a Linux PC it runs through Proton, Steam's compatibility layer, with the native renderer at 55–60 fps on a Steam Deck. Linux PCs other than the Deck haven't been tested yet. If something goes wrong, please report it with the newest file from the game folder's logs folder.
Set up (Desktop Mode):
- Download the latest zip from Releases and unzip it, for example into
~/Games/SvR2011-PC. Copy your.isoonto the Deck or its SD card. - In Steam: Games → Add a Non-Steam Game to My Library → Browse. Set the file type to All Files and choose
SvR2011 Launcher.exe. - In that entry's Properties → Compatibility, tick Force the use of a specific Steam Play compatibility tool and pick Proton Experimental (or the newest Proton).
- Start it from Steam and use the Install tab as on Windows. In the file dialogs your Linux files are on drive Z:, for example
Z:\home\deck\Games.
Play in Game Mode: add the game folder's svr2011.exe as another non-Steam game and force Proton on it the same way. It starts straight into the game with the Deck's controls, and is fullscreen by default on a Deck. You can also keep using the launcher entry and press Play (use the trackpad or touchscreen).
Tips:
- Typing names: press Steam + X for the Deck's keyboard. It types into the game's on-screen keyboard.
- Entrance music: MP3 is the safest format under Proton.
- Custom movies: the launcher's movie maker may not read every video format under Proton. If a video won't convert, convert it on a Windows PC, or try an H.264
.mp4. - Something draws wrong: in the launcher's Settings, set Renderer to Emulated and compare.
- Updates: launchers before v0.3.0 can't unpack updates under Proton (they used Windows'
tar.exe, which Proton lacks) and stop with "Could not unpack the update". Update once by hand: download the latest zip, unzip it over your launcher's folder (or unzip it anywhere, run its launcher and click Install into your game folder). From v0.3.0 on, updates work under Proton too. - DLC: under Proton the launcher can unpack
.zipDLC archives but not.raror.7z. Unpack those first, or add the unpacked folder.
Android
The game runs on Android phones and tablets with a 64-bit ARM chip and Vulkan, such as a recent Snapdragon. On a Galaxy Z Fold 7 it holds 60 fps, on both its screens. You need about 7 GB free on the phone. Play with a controller or the on-screen touch controls.
All you need is the APK. Download SvR2011-Android-v<version>.apk from the latest release, open it on the phone to install it (allow installs from your browser or file manager if asked), and start it. Its Install tab installs the game from your own Xbox 360 disc image (ISO) on the phone. The app updates itself from new releases.
If the game is already installed on your PC, the launcher's Android Install tab can put it on the phone instead:
-
Option 1: install over USB.
- On the phone, open Settings → About phone (on Samsung, also → Software information) and tap Build number 7 times, until it says developer mode is on.
- Open Settings → Developer options and turn on USB debugging.
- Connect the phone with a USB data cable and unlock it. When it asks Allow USB debugging?, tick Always allow from this computer and tap Allow.
- Click Install to phone. The first time, the launcher downloads adb, Google's Android tool (about 7 MB).
The game goes into the phone's
games/WWE SmackDown vs. Raw 2011folder and starts. Run it again after a launcher update: it copies only what changed and keeps the phone's saves. -
Option 2: a package to copy yourself. Create APK Package makes a folder with
SvR2011.apk,SvR2011-Game.zipand instructions. Copy both files to the phone's Download folder and open the APK to install it. On first start the app installs the game from the zip; you can delete the zip afterwards.
Touch controls: the menus get a simple pad (D-pad, A/B/X/Y, bumpers, triggers, Start/Back). Matches get a move stick, a grapple stick, the face buttons labelled with what they do (strike, action, whip/pin, finisher), reversal, run, drag, submission and taunts, plus a ? button with the full match controls. They switch by themselves when a match starts, or with the button at the top left. EDIT (top right) lets you drag, resize, hide or remap any control and set their opacity. The controls hide as soon as a controller is connected and come back for a while when you touch the screen. MY WWE → Options → Graphics → Touch controls turns them off.
Graphics drivers (Adreno): the app's Settings → Graphics driver takes driver packages such as Mesa Turnip or Qualcomm's (the zips other emulators use, or a driver's .so). Driver variables are set before the driver loads; on HyperOS 3 phones with graphical glitches, pick a Turnip driver and tap Add the HyperOS 3 fix (FD_DEV_FEATURES=enable_tp_ubwc_flag_hint=1). A driver that doesn't start falls back to the phone's own.
Adreno 710 / 720 / 722 (e.g. Snapdragon 7s Gen 2 / 7 Gen 3 phones and tablets): the app comes with two Mesa Turnip drivers that players found run the game well. The launcher offers the recommended one (v4.1) the first time, or pick it in Settings → Graphics driver. These GPUs' own drivers are often too old for the Native renderer.
Mali GPUs 🧪 (alpha): not supported yet. Settings → Mali GPU (alpha) lets the game try. If you do, please send a problem report (Report a problem) whether it works or not.
On the phone, the game renders at the Xbox 360's 720p with shadows and effects at their original size. MY WWE → Options → Graphics → Quality raises them, and anti-aliasing can be turned on there.
Controls
Play with an Xbox controller. The layout is exactly as on the Xbox 360.
While playing:
| Key | What it does |
|---|---|
F2 | Shows or hides the FPS counter. |
F3 | Performance overlay. |
F4 | The runtime's settings overlay. |
` | Console and log. |
Typing: whenever the game's on-screen keyboard is open (superstar names, Story Designer, and so on), you can type on your PC keyboard as well as use the controller. Backspace deletes, ← → move the cursor, Enter confirms and Esc cancels.
The game's main menu has an EXIT entry at the bottom.
Settings
You can change these in the launcher's Settings tab. Resolution, Display mode, Anti-aliasing, VSync, FPS counter and Renderer are also in the game itself, under My WWE → Options → Graphics. Everything is saved in svr2011.toml beside the exe.
The in-game Graphics page has two tabs (LB / RB). Display holds the settings above. Quality trades looks for speed; its changes apply at once:
| Quality setting | What it does |
|---|---|
| Render resolution | The most the game renders at. Auto (default) fills your screen. 720p (Xbox 360), 1440p and 2160p cap it; lower is faster on weaker GPUs. |
| Anti-aliasing | As in the launcher. |
| Textures | High (default): as the game has them. Medium / Low: big textures use the game's own half / quarter-size versions, a quarter / a sixteenth of the memory and upload work, for weak phones and PCs. Menus, fonts and pictures stay sharp. Also in both launchers' Settings. |
| Shadows & effects | High: shadows, reflections and glow at the render resolution. Normal: at the Xbox 360's size, much less GPU work at high resolutions. |
| Entrance frame rate | 60 fps (default), or 30 fps as on the Xbox 360: entrances and cutscenes then need half the work. |
| Wide screens | Full width (default): on screens wider or narrower than 16:9, matches and entrances fill the screen with a wider (or taller) view; the HUD and menus stay 16:9. 16:9 keeps the original picture with bars. |
| Setting | What it does |
|---|---|
| Windowed / Fullscreen | Fullscreen is borderless. |
| Resolution | 1280×720 is the console's own output and the default. 1600×900, 1920×1080, 2560×1440 and 3840×2160 render the game at a higher internal resolution. |
| VSync | Waits for the monitor's refresh, so the picture doesn't tear. On by default. |
| Anti-aliasing | Renders at twice the resolution and averages it down, for smoother edges. It costs GPU time. |
| Renderer | Native (recommended) draws the game's Direct3D calls directly. Emulated emulates the Xbox 360's graphics chip, as Xenia does. Try it if something looks wrong, and please report it. Native Vulkan (EXPERIMENTAL) is the native renderer on Vulkan instead of Direct3D 12 (the groundwork for Linux and Android); it needs a Vulkan 1.2 GPU and falls back to emulated drawing if it can't start. |
| Show FPS | The frame-rate counter at the top of the window (F2 in game). |
| Language | The game's text: English, French, German, Spanish or Italian. It applies the next time the game starts; the commentary is always English. Also in game (Display tab). |
| Controller API | XInput for Xbox controllers, or SDL for other gamepads. |
| Audio output | XAudio2 (recommended; 5.1 on surround setups, stereo otherwise) or SDL. Mute silences the game. |
Features
<p align="center"> <img src="docs/images/entrance-media.svg" alt="Your music and your videos, used in Create An Entrance" width="100%"> </p>Entrance music from your PC
On the Xbox 360, Create An Entrance → Finalize → Music → USER PLAYLIST played songs from the console's hard drive. On PC, it plays them from the Music folder in the game folder. The launcher's Settings → Open Music folder button opens it.
Music\
My Theme\
song.mp3 listed as MY THEME
The Champ\
entrance.m4a listed as THE CHAMP
Walkout.mp3 a song put straight in Music is listed by its file name
- Give each song its own folder. The folder's name is what the game lists.
.mp3,.wma,.m4a,.aac,.wavand.flacall work.- The entrance remembers the song by name, so don't rename a folder that an entrance uses.
- The song plays in the entrance and in the preview (X). The game's own music lowers while it plays, as on the console.
Custom entrance movies
The launcher's Movies tab turns any video Windows can play (.mp4, .mov, .wmv, …) into an entrance movie for the arena's big screen.
- Under Video, choose your video. A frame from it shows in the preview. You can also choose a movie you made before (a
.bikinCustom Movies) to make it again, for example with Fill the screen. - Under Bottom strip, choose what the stage and ramp screens show: a picture or a video (Browse…), Superstar… to reuse a superstar's animated strip from the game's own movie (DLC superstars included), or None (black).
- Choose how the video fits the big screen: Fill the screen (the default: the video covers the whole screen, cutting off a little at the edges if its shape differs), Whole picture (black bars if needed) or Stretch. Black bars that are already in the video (letterboxed or 4:3 videos) are found and cut off first.
- Pick a Length, give the movie a Name, and click Make movie. A 30-second movie takes a few seconds to make.
- In the game: Create An Entrance → Finalize → Movie → USER MOVIES, like Music → USER PLAYLIST. It lists your movies by name (and any saved highlight reels after them). X previews one, A picks it.
The movies are saved in the Custom Movies folder in the game folder, in the same format and layout as the game's own titantron movies. Don't rename a movie that an entrance uses (Custom Movies\ids.txt remembers which number each one has).
Up to 10 HD logos per superstar
The game lets a created superstar wear only 2 different High Resolution (256×256) Paint Tool logos. The port raises that to 10, so you can put a different logo on the head, chest, back, arms, legs and clothing.
- Logos 1 and 2 are stored in the superstar's save as usual. Logos 3 to 10 are kept in the hidden
Saves\.logosfolder, and the launcher's backups include it. - If you copy or share a superstar's save file by hand, copy
Saves\.logoswith it, or logos 3 and up will be blank. - The game's other rules stay: Low Resolution (128×128) logos stay at 10, and the two sizes can't be mixed on one superstar.
- Tip: a superstar's Entrance Attire and Cinematic Attire are separate outfits. If you don't edit them, entrances and cutscenes use the game's default gear. To see the full costume in the entrance, build it in Other → Edit Entrance Attire too.
Paint Tool import and export
The launcher's Paint Tool tab shows the game's 20 Paint Tool logos.
- Import image… puts any picture into a logo. It's fitted into 256×256 and keeps its transparency. The game then shows and edits it like any logo.
- Export PNG… and Export all… save logos as PNGs.
- Delete logo empties a slot.
The Paint Tool save is created the first time you open Create A Superstar → Paint Tool in the game.
<p align="center"><img src="docs/screenshots/launcher-paint.png" alt="Launcher Paint Tool tab" width="60%"></p>Saves
Every save is one plain file in the Saves\ folder. Close the game before you copy them.
| File | What it holds |
|---|---|
SaveData.dat | The main save: settings, unlocks and progress. It ties the others together, so keep them with it. |
00CreateSuperStar.cas, 01… | Created superstars. |
00PaintTool.pt | Paint Tool logos. |
00RecordingDat.rec | Replays. |
00SceneDat.scn | Highlight reels. |
The launcher's Saves tab lists them. You can Back up all (to SaveBackups\), Restore backup, Export or Import single saves, Delete (to the Recycle Bin) and open the folder. Restoring or importing backs up your current saves first. Saves folder → Change… puts the saves somewhere else (for example to keep two installs' saves apart, or to share them); it offers to copy your current saves over. Default goes back to the game folder's Saves.
DLC
Downloadable content from the Xbox 360 (superstars, moves, arenas) works. In the launcher's DLC tab, choose the folder with your DLC packages, as downloaded on the console. .zip, .rar and .7z archives of them work too. Click Install DLC. The packages are copied into the game's DLC\ folder and unpacked the next time the game starts. Title updates aren't needed and are skipped.
Texture packs
Texture packs replace the game's textures with new ones, at any resolution, as in Dolphin. In the launcher's Texture packs tab, add a pack (a folder or a .zip) and tick it. Ticked packs are used the next time the game starts, and a pack higher in the list wins over the ones below it. Packs live in the game folder's Texture Packs\. On Android, copy pack folders into the phone's game folder (Texture Packs), then switch them on in the launcher's Settings.
Making a pack: tick Dump textures and play. The game writes every texture it shows to Texture Dumps\, as PNG, once each. Files are named after the game's own textures, with a code at the end, for example menuHD_brandlogo_RAW_7239e21ccf9832e0.png or ch100_a0_normal_....png. Textures the game makes while running get tex_<size>_<format>_<code>.png. Edit a file at any size, keep its name (the code at the end is what counts), and put it anywhere in your pack's folder. PNG and DDS (DXT1/3/5 or 32-bit, with mipmaps) both work. Packs aren't affected by Textures quality: a pack's texture always shows at its own size. The first dump indexes the game's files for the names (about half a minute, once).
Mods and the Mod Maker
Mods add things to the game without touching its files: arenas, backstage rooms, superstars, moves, crowd signs, media packs and match types, each a single .svrmod file. The launcher's Mods tab installs them (+), lists them with a tick to switch each on or off, and ships with the bundled ones. Mods live in the game folder's Mods\; the game lays them over its own files when it starts.
The Mod Maker (Mods tab → Open Mod Maker) makes them: a 3D arena editor with a Blender round trip, superstar mods from any character model with their theme, entrance video, attires and pictures, move packs, crowd signs, media packs, match types, converters for WWE '13 / SvR 2010 / SvR 2008 content, your Created Superstars' pictures, and viewers for every file, animation and picture in the game. The full guide, with pictures, diagrams and step-by-step tutorials: kaikoclanworth1.github.io/wwe-svr2011-pc (also next to the Mod Maker as Mod Maker Guide, and on its Manual page). The .svrmod format is documented in docs/SVRMOD_FORMAT.md. The Mod Maker itself needs nothing extra; only its Other games converters for WWE '13 / SvR 2010 / SvR 2008 superstars run the port's Python tools and need Python 3 with numpy and Pillow (pip install numpy pillow), plus ffmpeg for SvR 2010 themes - the page says what is missing. Custom match types are planned for a later release: in 2.0.5 the Match types page makes the on / off switch mods.
Achievements
The game's 39 achievements (1,000 gamerscore) unlock as they did on the Xbox 360, with a pop-up when you earn one. MY WWE → ACHIEVEMENTS lists them all. You can see which you've unlocked and when, your gamerscore, and how to earn each one. Use the D-pad to choose, LB / RB to page, Y to show all, unlocked or locked, and B to go back. Three need Xbox LIVE (two Royal Rumble online matches and uploading to Community Creations), so they can't be earned in the port. Unlocks are kept in the game folder's UserData\achievements\.
Building from source
The recompiled game code is generated on your machine from your own disc. It isn't stored here.
You need:
- Windows 10 or 11, 64-bit.
- LLVM (
clang,clang++andllvm-rc) inC:\Program Files\LLVM\bin. - CMake 3.25 or newer, and Ninja.
- Git and Python 3 with Pillow: run
pip install pillow. - PowerShell.
Steps (run them from the repository root):
- Get the ReXGlue SDK source into
recomp\rexglue-sdk, at the commit this port was built against (its v0.10.0 release commit):git clone https://github.com/rexglue/rexglue-sdk recomp/rexglue-sdkgit -C recomp/rexglue-sdk checkout c94f5ebdcb3c9d1a460ca48e04f9758448f8d518git -C recomp/rexglue-sdk submodule update --init --recursive - Apply this port's runtime fixes to the SDK:
And get plume (the graphics layer the native renderer draws through) intogit -C recomp/rexglue-sdk apply ../../port/patches/rexglue-sdk-svr2011.patchrecomp\plume, with this port's additions:git clone --recursive https://github.com/renderbag/plume.git recomp/plumegit -C recomp/plume checkout d72379344dacd3dbf9f810f92ddc87e6de1845b1git -C recomp/plume submodule update --init --recursivegit -C recomp/plume apply ../../port/patches/plume-svr2011.patch - Get the ReXGlue codegen tool: download
rexglue-sdk-0.10.0-win-amd64.zipfrom the ReXGlue releases and unzip it intorecomp\sdk\win-amd64. - Put
ninja.exeinrecomp\bin, or anywhere on yourPATH. - Copy
default.xexfrom your disc (or from an install made by the launcher) intoport\assets\. - Optionally, make the program icon from your game files:
python port/tools/make_icon.py "path/to/your/game folder" - Generate the C++ code from your
default.xex(about a minute):cd port && ../recomp/sdk/win-amd64/bin/rexglue.exe codegen svr2011_manifest.toml - Build (the first build takes a while):
powershell -ExecutionPolicy Bypass -File port/build.ps1 - Optionally, the native renderer's shaders: they're converted from the game's own shaders as it creates them (a capture build, then
port/tools/convert_shaders.py, which makes DXIL for Direct3D 12 and SPIR-V for Vulkan; seeport/docs/native_renderer_phase2.md). Without them the game uses the emulated renderer. - Make a release zip, with no game data in it, then install it with its launcher as in Install and play:
powershell -ExecutionPolicy Bypass -File port/tools/package.ps1
Android (work in progress, not yet tested on a phone): the same code cross-compiled for arm64 with the Android NDK, drawn with the Vulkan renderer. You need JDK 17 and the Android SDK command-line tools with ndk;30.0.16248370, build-tools;36.1.0 and platforms;android-36. Set JAVA_HOME and ANDROID_HOME if they're not in D:\Android. Gradle isn't needed. Build the SDK for Windows first (step 8, which makes the rexglue.exe code generator), then run:
python port/tools/build_apk.py
This makes port/out/android/SvR2011.apk, which holds no game data. The package script ships it beside the launcher as Android\SvR2011.apk, and on its own as SvR2011-Android-v<version>.apk for the release. The launcher's Install → Create APK Package puts it next to a zip of the installed game. On first start, the app installs that zip into the phone's games folder.
Repository layout:
| Path | What's there |
|---|---|
port/src/ | The PC side: the app, audio, input, saves, DLC, menus, the graphics page, entrance music and movies, the extra logos, crash reports and the native renderer. |
port/launcher/ | The Win32 launcher (Play, Settings, Install, DLC, Saves, Paint Tool and Movies tabs), including the Bink movie encoder and the Android packager. |
port/android/ | The Android app's manifest, icons and Java activities (the game runs in SDL's activity). |
port/patches/ | Fixes to the ReXGlue SDK's runtime that this game needs. |
port/tools/ | Build, packaging and analysis scripts, and the background test harness. |
port/svr2011_manifest.toml, port/svr2011_config.toml | The codegen project and its per-game settings. |
Troubleshooting
- The install fails. Check that the image is a full disc image of the Xbox 360 version, and that the target drive has enough free space (the Install tab shows it).
- The game closed unexpectedly. A crash report is saved in
UserData\crashes\in the game folder. Please include it when you report a problem. - Black screen with sound (v0.1.0). v0.1.0's zip was missing the native renderer's shaders. Update to v0.2.0 or later. The game now also falls back to the Emulated renderer if the
native_shadersfolder is missing. - "The Created Superstar save data is either damaged or missing" after copying saves. Choose NO, then update to v0.2.1 or later: it rebuilds the save headers that some copy tools leave out (the
Saves\.infofolder), and copies the wholeSavesfolder from then on. - Very low frame rate or no picture on a laptop. Laptops with two GPUs could run the game on the built-in one. v0.2.1 picks the fast GPU. With older versions, set
svr2011.exeto High performance in Windows Settings → System → Display → Graphics. - Entrances or matches run slow on a weaker PC. In My WWE → Options → Graphics → Quality, set Shadows & effects to Normal, lower Render resolution (720p is the console's), turn off Anti-aliasing, set Textures to Medium (low memory or slow loading), and if entrances still stutter, set Entrance frame rate to 30 fps. On Vulkan and on phones, the first time a scene is shown can hitch while its shaders are prepared; they're kept in
UserData\cache\for the next time. - Something is drawn wrong. In the launcher's Settings, set Renderer to Emulated and see if it looks right there. Either way, please report it with a screenshot.
- My entrance song or movie is gone. The entrance remembers it by name. Check that the folder in
Music\, or the movie inCustom Movies\, still has the same name. - A superstar's logos 3 and up are blank. Their images are in
Saves\.logos. Restore it from a backup, or copy it along with the superstar's save. - The costume is missing in the entrance. Edit the superstar's Entrance Attire (see the tip under HD logos).
- Online modes aren't available in this port.
Contributors
| Who | What | |
|---|---|---|
| 🧑💻 | KaikoClanworth1 | Project lead: direction, design, testing and playing. |
| 🤖 | Claude Code (Anthropic) | AI coding assistant: wrote most of the port. That includes the recompilation setup and runtime fixes, the native renderer, audio, saves, DLC, the launcher, entrance music and movies (with its own Bink encoder), the extra logos, the tools and this README. |
| 🛠️ | ReXGlue | The static recompiler and runtime this port is built on. |
| 🛠️ | Xenia | The Xbox 360 emulator whose code the ReXGlue runtime is derived from. |
AI disclosure: this port was developed with Claude Code. Its commits carry a
Co-Authored-By: Claudeline. Every change was run and tested on the project lead's own PC.
See CONTRIBUTORS.md.
Legal and credits
- Privacy policy · Terms
- Licence: the port's own code and docs are under the MIT licence (keep the copyright notice; please credit the port if you adapt it). Third-party code, the patches and the Bink reader keep their own licences, and no game material is covered.
- This is an unofficial fan project. It isn't affiliated with or endorsed by WWE, THQ, Yuke's or Microsoft. WWE SmackDown vs. Raw 2011 and all related names belong to their respective owners.
- No game material is included: no disc image, XEX, data, audio, video or recompiled game code. You must own the game and supply your own disc image. The screenshots in
docs/screenshots/were taken of the port running. They're used only to show the port, and they belong to the game's owners. - Recompiler and runtime: the ReXGlue SDK, which is derived from Xenia. See their licenses.
- Online matches: the peer-to-peer sessions build on groundwork by gitSothib (pull request #3): the game's session message layouts. See CONTRIBUTORS.md.
- Model porting findings: the Mod Maker's checks for models ported from WWE '13 / 2K14 / 2K15 (the 2-section crash, the vertex limit, face pivots, alpha seams) follow findings first documented by robert32's SvR Port Doctor. Thanks! None of its code is used.
- Graphics layer: the native renderer draws through plume (MIT license), with this port's additions in
port/patches/plume-svr2011.patch. Its shaders are converted with XenosRecomp. - Movie format: the launcher writes Bink 1 video. The format was learned from FFmpeg's open-source Bink decoder, and the launcher's Bink reader (
port/launcher/bink_decode.c,bink_tables.h) is ported from it, under FFmpeg's license, the LGPL 2.1 or later. No RAD Game Tools software is used or included.
