XBox 360 Recompilations

sleevel

League 1
Joined
6 November 2024
For anyone who's said, "I wish I had access to the PES 6 source code," well this is your opportunity. A recompilation of the XBox 360 version of PES 6 is only a few clicks away.

Hi all, so recompilations of console video games is a very interesting topic. You're likely familiar with emulation in general. For XBox 360, the Xenia emulator interprets instructions in real time to emulate the processes of an XBox 360 to allow you to play games pretty well on a PC. What recompilation does is translate those XBox 360 instructions from PowerPC into C++. The initial benefit is that these instructions aren't interpreted in realtime but have already been statically translated when running a game. What that means is the game has less overhead and can run more optimized - if Xenia simply can't figure this game out or it's a stuttery mess because of underpowered hardware, a recompiled version of the game can run much more smoothly.

The bigger benefit is that having the source code in C++ allows you to modify it for any number of goals. You can modify the game to run at a native 144 Hz. You can modify the game to have a more modern graphical renderer, resulting in better sampling, lighting and textures. You could also modify gameplay aspects directly in the code. You can modify not only the assets (player, jerseys, kits, sounds) but the type and quality of assets.

I've personally used ReXGlue (and ChatGPT's Codex) to create PC ports of various FIFA games. I've made the most progress with FIFA 08. Initially there were some issues with animations not working correctly but currently, the game runs flawlessly even at 1440p on my underpowered Legion Go, due to some significant optimization of the Xenos renderer to be more PC native. I made some good strides into getting the game to run at a native 144 Hz but have not yet achieved that goal. If you're interested in learning more or beta testing, send me a message - my intent with this post is more about recompilation discussions in general.

Note: This has already been completed for NHL Legacy: https://github.com/puckhead73/nhl-legacy-recomp. It's likely just a matter of time until all XBox 360 games have native PC ports.

The software that makes this all possible can be found here: https://github.com/rexglue/rexglue-sdk. In itself, it's not plug and play, but a powerful LLM can figure this out. When implementing ReXGlue, I created a significant optimization method to avoid having to recompile the code for every misallocated function, which sped up recompilation efforts significantly. Happy to share more on that if anyone is interested in doing their own recomps.
 
Note: This has already been completed for NHL Legacy
This is awesome, especially if it opens the possibility of modding the game (rosters, adboards, ice ads, faces, teams, uniforms). Given the current state of things, this might probably happen before an official NHL game gets a PC port anyways...
 
This is awesome, especially if it opens the possibility of modding the game (rosters, adboards, ice ads, faces, teams, uniforms). Given the current state of things, this might probably happen before an official NHL game gets a PC port anyways...
That’s exactly what they did. The assets are separately extracted into separate folders, so you can just drop and go.
 
For anyone who's said, "I wish I had access to the PES 6 source code," well this is your opportunity. A recompilation of the XBox 360 version of PES 6 is only a few clicks away.

Hi all, so recompilations of console video games is a very interesting topic. You're likely familiar with emulation in general. For XBox 360, the Xenia emulator interprets instructions in real time to emulate the processes of an XBox 360 to allow you to play games pretty well on a PC. What recompilation does is translate those XBox 360 instructions from PowerPC into C++. The initial benefit is that these instructions aren't interpreted in realtime but have already been statically translated when running a game. What that means is the game has less overhead and can run more optimized - if Xenia simply can't figure this game out or it's a stuttery mess because of underpowered hardware, a recompiled version of the game can run much more smoothly.

The bigger benefit is that having the source code in C++ allows you to modify it for any number of goals. You can modify the game to run at a native 144 Hz. You can modify the game to have a more modern graphical renderer, resulting in better sampling, lighting and textures. You could also modify gameplay aspects directly in the code. You can modify not only the assets (player, jerseys, kits, sounds) but the type and quality of assets.

I've personally used ReXGlue (and ChatGPT's Codex) to create PC ports of various FIFA games. I've made the most progress with FIFA 08. Initially there were some issues with animations not working correctly but currently, the game runs flawlessly even at 1440p on my underpowered Legion Go, due to some significant optimization of the Xenos renderer to be more PC native. I made some good strides into getting the game to run at a native 144 Hz but have not yet achieved that goal. If you're interested in learning more or beta testing, send me a message - my intent with this post is more about recompilation discussions in general.

Note: This has already been completed for NHL Legacy: https://github.com/puckhead73/nhl-legacy-recomp. It's likely just a matter of time until all XBox 360 games have native PC ports.

The software that makes this all possible can be found here: https://github.com/rexglue/rexglue-sdk. In itself, it's not plug and play, but a powerful LLM can figure this out. When implementing ReXGlue, I created a significant optimization method to avoid having to recompile the code for every misallocated function, which sped up recompilation efforts significantly. Happy to share more on that if anyone is interested in doing their own recomps.
Outstanding news! Stuff like this gives me so much hope for the future. Among the other things, on 360 there are also games like the fox engine Pes until 17 and Fifa 14, now I don't know if extracting those would be more complicated, and I don't want to be overly optimistic, but I guess with the source code/assets of those games and modern means, you could theoretically tinker pretty much some dream football game.
 
For anyone who's said, "I wish I had access to the PES 6 source code," well this is your opportunity. A recompilation of the XBox 360 version of PES 6 is only a few clicks away.

Hi all, so recompilations of console video games is a very interesting topic. You're likely familiar with emulation in general. For XBox 360, the Xenia emulator interprets instructions in real time to emulate the processes of an XBox 360 to allow you to play games pretty well on a PC. What recompilation does is translate those XBox 360 instructions from PowerPC into C++. The initial benefit is that these instructions aren't interpreted in realtime but have already been statically translated when running a game. What that means is the game has less overhead and can run more optimized - if Xenia simply can't figure this game out or it's a stuttery mess because of underpowered hardware, a recompiled version of the game can run much more smoothly.

The bigger benefit is that having the source code in C++ allows you to modify it for any number of goals. You can modify the game to run at a native 144 Hz. You can modify the game to have a more modern graphical renderer, resulting in better sampling, lighting and textures. You could also modify gameplay aspects directly in the code. You can modify not only the assets (player, jerseys, kits, sounds) but the type and quality of assets.

I've personally used ReXGlue (and ChatGPT's Codex) to create PC ports of various FIFA games. I've made the most progress with FIFA 08. Initially there were some issues with animations not working correctly but currently, the game runs flawlessly even at 1440p on my underpowered Legion Go, due to some significant optimization of the Xenos renderer to be more PC native. I made some good strides into getting the game to run at a native 144 Hz but have not yet achieved that goal. If you're interested in learning more or beta testing, send me a message - my intent with this post is more about recompilation discussions in general.

Note: This has already been completed for NHL Legacy: https://github.com/puckhead73/nhl-legacy-recomp. It's likely just a matter of time until all XBox 360 games have native PC ports.

The software that makes this all possible can be found here: https://github.com/rexglue/rexglue-sdk. In itself, it's not plug and play, but a powerful LLM can figure this out. When implementing ReXGlue, I created a significant optimization method to avoid having to recompile the code for every misallocated function, which sped up recompilation efforts significantly. Happy to share more on that if anyone is interested in doing their own recomps.
PES 6 for xbox360 was nothing more than a first draft of pes 2008 for pc/ps3 with new engine respect the one used into PS2 era by real PES6 PC e PS2 versions... only the name of pes6 remained on xbox360 (marketing for first PES launch on xbox 360 but its another new game with new better gameplay of real PES6. Anyway I'm already can testing PES2008 PC with various Konami gameplays from the past including pes6 ps2, pes 2008 ps2, we-pes2007 pc and ps2... (released in different date), so the gameplay can be changed second your taste

so focusing now on the xbox 360 version of PES 6 is more as exercise of style than a real need. :)

The PC already has natively that game with the real name of pes2008. and it's less limited respect 360 version witch it was hastily release into the market for marketing and sales needs of the time with PES6 name... ;)

PES2008 PC-ultimate editing tools...


NOTE: a recompilation from another platform is certainly not the best solution to "discover" the source code of the game, if you already have a better version of same game and already ready natively on PC. ;)

However, I can understand the curiosity to try and learn new things from this experience too ;)

Link for PES2008 PC download...

"CD-Key" required during installation: NA9C - 97AN - HSLC - 46R5 - JYM9

1788453487581.png

ps2 game-play style of WE 2008, ported by me on PES2008-PC
"
 
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I've personally used ReXGlue (and ChatGPT's Codex) to create PC ports of various FIFA games. I've made the most progress with FIFA 08. Initially there were some issues with animations not working correctly but currently, the game runs flawlessly even at 1440p on my underpowered Legion Go, due to some significant optimization of the Xenos renderer to be more PC native. I made some good strides into getting the game to run at a native 144 Hz but have not yet achieved that goal. If you're interested in learning more or beta testing, send me a message - my intent with this post is more about recompilation discussions in general.
is any of 2006-2010-2014 fifa world cups in your plans?
 
Really glad to hear this. Despite what some people say PES6 on the Xbox 360 had fantastic gameplay but was just let down by a lack of features at the time such as a full blown edit mode, stadiums etc. If we can get a recompilation of it that can easily be modded to add kits, boots, balls, adboards, turf etc it will be a great addition.
 
That’s exactly what they did. The assets are separately extracted into separate folders, so you can just drop and go.
Do you happen to know if they (whoever they are) have a discord group? I used to be in one, but since this breakthrough never happened, there was almost zero activity, and I ended up leaving the server... And now I can't remember the name to rejoin😩
 
is any of 2006-2010-2014 fifa world cups in your plans?
sort of. I have a working port of 2006 and 2010 world cups. In fact, Sami1999’s thread (which I know you’re an active contributor of) was part of the inspiration for this. Currently, these ports are no different than launching it in Xenia. My bigger goal is to do something with these - the something I’ve been targeting is graphical improvements (highest resolutions, LOD and refresh rates). I’ve toyed with the idea of modifying the game, which would not be a faithful remaster but a modification. Ideas like 360 degree dribbling in pre-2010 FIFAs, modifying gameplay to mimic other FIFAs, maybe fix (if possible) some of the jankiness.

I don’t yet have something to share wholesale but I would be willing to share with you and Sami - I intended to cross-post this in his thread.
 
sort of. I have a working port of 2006 and 2010 world cups. In fact, Sami1999’s thread (which I know you’re an active contributor of) was part of the inspiration for this. Currently, these ports are no different than launching it in Xenia. My bigger goal is to do something with these - the something I’ve been targeting is graphical improvements (highest resolutions, LOD and refresh rates). I’ve toyed with the idea of modifying the game, which would not be a faithful remaster but a modification. Ideas like 360 degree dribbling in pre-2010 FIFAs, modifying gameplay to mimic other FIFAs, maybe fix (if possible) some of the jankiness.

I don’t yet have something to share wholesale but I would be willing to share with you and Sami - I intended to cross-post this in his thread.
is hud bug fixable in wc 2010?
 
is hud bug fixable in wc 2010?
Almost certainly. Any graphical bug is fixable because the renderer stream can be modified and in this case corrected to what was previously an incorrect instruction from the Xenos renderer.

What’s the HUD bug?
 
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