[HN Gopher] Significant progress made on Xbox 360 recompilation
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       Significant progress made on Xbox 360 recompilation
        
       Author : tetrisgm
       Score  : 49 points
       Date   : 2026-03-29 12:53 UTC (4 days ago)
        
 (HTM) web link (readonlymemo.com)
 (TXT) w3m dump (readonlymemo.com)
        
       | andrewstuart wrote:
       | What is Xbox 360 recompilation?
        
         | fwip wrote:
         | You take a binary that's intended to run on the Xbox 360, and
         | emit a new binary that runs on a modern x86 computer.
        
         | MisterTea wrote:
         | You take an Xbox game designed to run on an Xbox 360, a 64 bit
         | PowerPC system and decompile its binaries back into source
         | code. You now have the ability to modify the game as well as
         | port it to other systems and architectures such as Windows on
         | X86_64 or Linux on ARM64.
        
           | kaladin-jasnah wrote:
           | Seeing this [1], I thought it was something related to taking
           | assembly instructions in the original code, emitting C
           | statements that match the instruction, and then compiling
           | that C code.
           | 
           | [1] https://github.com/N64Recomp/N64Recomp
        
             | bri3d wrote:
             | Your idea is much more accurate; see my sibling comment.
             | It's basically using C or C++ as an intermediate
             | representation for machine code, rather than trying to
             | recreate the game's higher-order logic/structure or source
             | code.
        
           | bri3d wrote:
           | It's more nuanced than that; the approach you're describing
           | is usually called "decompilation."
           | 
           | The difference is how far one goes in hoisting the "source
           | code;" in this "recompliation" approach the source code,
           | while C++, is basically an IR (intermediate representation)
           | between the original game's assembly and a host platform, and
           | the hardware itself is emulated (for example, the original
           | architecture's CPU registers are represented as variables in
           | the host architecture's memory). The machine code is
           | translated to C++ using a custom tool.
           | 
           | In a "decompilation" approach the game logic is converted
           | (using a decompiler, like IDA or Ghidra's) back into
           | something which resembles the original source code to the
           | game itself, and the source code is usually hand analyzed,
           | marked up, rewritten, and then ported across platforms. The
           | product is something that attempts to resemble the original
           | game's source code.
           | 
           | Of course, they lie on a continuum and both approaches can be
           | mixed, but, while they both involve C++ in the middle, the
           | process is starkly different. Recompilation is much more
           | copyright-friendly, because in many implementations only the
           | modifications are distributed and the original binary is
           | translated by the end user (who owns the software/a license
           | to it), whereas decompilation produces an artifact (source
           | code) which is a derivative work encumbered by the original
           | software's license and generally should not be distributed.
        
       | giancarlostoro wrote:
       | The blog post reminds me of similar efforts with Shockwave.
       | There's people building decompilers, and runtimes, and if you
       | join enough Discords, you will notice the people in them are
       | cross-contaminating between communities if you will, they share
       | insights with one another, in their efforts towards specific
       | goals. They're hyper focused on making one game or another come
       | back. There's Habbo Hotel, and Coke Studios, as well as other
       | games.
       | 
       | The Coke Studios effort is interesting because there were no
       | "private servers" developed at the time, unlike Habbo which had
       | many, and there are Shockwave Xtras that no open runtime supports
       | currently.
       | 
       | There's several attempts at a full runtime as well, that run in-
       | browser.
       | 
       | Projector Rays (decompiler) really was the biggest release to
       | date, and recently people have been really hacking at it, to some
       | extent AI has helped to reverse engineer bytecode far as I can
       | tell.
       | 
       | For anyone curious, one of the runtimes is called DirPlayer:
       | 
       | https://github.com/igorlira/dirplayer-rs
        
         | YesBox wrote:
         | Where can I boot up Coke Studios? Enjoyed that game as a kid,
         | including making music (which was so friggen cool! They had
         | tons of samples you could just drag and drop into a timeline).
         | 
         | Edit: fun memory. I figured out how scamming works at some
         | point. IIRC (and I may not) I set up a minigame in my studio,
         | and contestants had to give me their furniture to participate
         | in a game. Since furniture could stack weirdly, people made all
         | sorts of crazy mazes that were actually quite difficult to
         | navigate due to the fixed isometric perspective.
         | 
         | Each stage required handing over a more expensive item than the
         | last. At some point someone handed over a super rare/expensive
         | piece of furniture.
         | 
         | Not gonna erase that. ACTUALLY I think I figured out how to
         | clone items due to a bug. Or mine infinite DBs. Used that as
         | cover to get someone to give me their item. Was a long time
         | ago.
         | 
         | Anyways, a user handed me their super rare item and I then gave
         | them a stern warning on how this is a common scam and I just
         | stole their item(s). Then I handed everything back over to them
         | and they profusely thanked me. lol
        
         | Aurornis wrote:
         | I have a lot of respect for little communities where people
         | gather to work obsessively over a goal like this. It's fun to
         | see projects like this that would never see this much effort
         | applied if not for the passion of a few dedicated people.
         | 
         | Many of the smartest people I've known got their starts in
         | little communities like these: Obsessively learning new things
         | that would normally be beyond their academic or career level
         | because they need to know something advanced to move their
         | passion project forward.
        
       | triangleman wrote:
       | What's the latest on homebrewing on the actual Xbox 360 these
       | days?
        
         | opan wrote:
         | You can play game backups, use unofficial HDDs at bigger sizes,
         | send over new games with FTP, use third party and DIY
         | controllers like GuliKit's offerings or a Flatbox leverless
         | arcade controller. You can play a modded version of Rock Band 3
         | with all the songs from all the games, using a Wii Guitar Hero
         | controller with a Pi Pico-based adapter in place of the
         | Wiimote. Any game you installed from disc for faster load times
         | becomes playable without the disc in automatically once you get
         | Aurora running (this is pretty cool, on some other modded
         | consoles like PS4 you'd have to reinstall the games another
         | way).
         | 
         | As far as homebrew in the sense of people making their own
         | games and applications, I don't know that there's much going
         | on. Maybe you can find a controller tester app. Sadly the 360
         | scene has a lot of proprietary stuff going on, and uses some
         | official dev SDKs, IIRC. Where 3DS and Switch modders have
         | everything on GitHub and freely licensed, 360 has a lot of
         | binary-only releases on random forums and such. It would
         | probably be a major effort to change this and involve rewriting
         | stuff people already know and love.
         | 
         | I did the the RGH 3 mod to half a dozen or so 360s a few years
         | back for myself and friends. If you just wanna play games with
         | modern comforts, things are in a pretty good state. We don't
         | need to worry about the original disc drives, HDDs, or
         | controllers wearing out and making the console useless, we can
         | replace or avoid them all. The wireless card is also easily
         | replaceable, a friend of mine had one that seemed non-
         | functional after he spilled some Mtn Dew all over his 360 back
         | in the day. Everything else seemed good after a clean but I
         | just got him a new wireless card off eBay and swapped that out.
         | 
         | If anyone wants to get into this and doesn't already have a
         | 360, the S models are easiest to mod and most reliable (no
         | RRoD). Some are Trinity and some are Corona motherboards
         | inside, but both are hackable. Corona may need a post-fix
         | adapter, but they're cheap and easy to install. Just avoid the
         | E series.
         | 
         | For modding tutorials, MrMario2011 on YT is great.
         | 
         | There is also a software-only exploit that's a bit worse but
         | more accessible. It came out after I already did all my
         | modding, so I haven't got experience with it.
        
       | asdff wrote:
       | Crazy that it has taken so long. I understand these are small
       | teams trudging off in the dark but you could have imagined there
       | would have been more eyes on this and hands tinkering in the time
       | when the Xbox 360 was being sold than today. Right at that same
       | time in history the iPhone was getting cracked basically every
       | iOS release, sometimes by teenagers. Seems like there were a ton
       | of hackers around back then.
        
         | wmf wrote:
         | Most people just want emulation which was solved a while ago.
         | Recompilation is mostly for modders which is a very small
         | community.
        
       | Venn1 wrote:
       | These projects are really neat. Last week, I was able to build
       | (and play) the Xbox 360 release of Sonic Unleashed on a couple of
       | ARM SBCs using Sonic Unleashed Recomp.
        
       | wesfenlon wrote:
       | Hey, that's my newsletter -- thanks for sharing! :D
       | 
       | Some exciting stuff has already happened in the week since I
       | wrote the interview. Here's Viva Pinata: Trouble in Paradise:
       | https://www.youtube.com/watch?v=Kih42KlocII
        
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