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F.E.A.R. 360 Recompiled 0.1.5 (Windows, source release)
The Xbox 360 versions of F.E.A.R. and F.E.A.R. Files (Extraction Point + Perseus Mandate), statically recompiled to run natively on Windows: high frame rates, PC settings, and the console's own game code.
This release is source only. It contains no game code, no game data and no executables. You build it on your own PC from your own Xbox 360 discs: SETUP.md walks through it.
Still an early release. Both games boot and play, but the whole of both campaigns hasn't been played through yet to check for crashes (the 1.0 smoke test, #55-#57).
What's new in 0.1.5
A native Direct3D 12 renderer. The games now draw their own Direct3D calls straight on your GPU, once per draw, instead of replaying the 360 GPU's command stream tile by tile. It's ported from GRAW 360 Recompiled, after pgr4-native.
- Smoother: frames hold a steady 120 fps on PC, and the Steam Deck does more for the same power.
- Fixed by it: the flickering TVs in the opening briefing (#66), black bands at the edges of the picture, and missing bullet sparks.
- Shaders are built before play: each start builds the pipelines earlier runs stored before the first frame.
- New in PC Settings: Anti-aliasing (the game's MSAA, or off), and Texture sharpness again.
- For now it draws at the 360's 1280×720, scaled to your screen, and can't use the PC texture pack. Both come back in a later release; FSR 1 upscaling is tracked in #72.
EchoPatch's high frame rate fixes (#2): PC Settings → High frame rate fixes, on by default.
- No more sliding down slopes (#12).
- The jump kick works (#11).
- Speed kept on landing (#9) and when jumping out of water (#8).
- Water waves stay stable (#5), and splashes don't repeat (#6).
- Slow-mo ends with its meter (#13).
More of EchoPatch's options
- Bodies and debris: Stay now also keeps bullet holes, blood splats, debris and shell casings (#22). It's off by default; long fights leave a lot behind.
- Weapon cycling skips empty slots (#16), which matters with more Weapon slots.
- Checkpoint saves: Fast skips a video memory clean-up the game does at each checkpoint (#24).
Interval select: PC Settings → Interval select: Every interval lists every interval under Campaign → Interval, as the 360 version's own unlock does.
Fixes: a crash in F.E.A.R.'s last Instant Action map (InstantAction4) when the game loaded a shader from an address the new renderer didn't read correctly. Launching with -TexturePack now stops with a message instead of being ignored, and the build stops early on anything but Windows.
Requirements
Windows 10 or 11 (64-bit), a CPU with AVX2 and FMA (Intel Haswell / AMD Excavator or newer), a Direct3D 12 GPU, an Xbox controller, and your own discs. Building needs Visual Studio 2022's C++ workload, LLVM 20, CMake, Ninja, Git, PowerShell 7 and Python: see SETUP.md. The Steam Deck runs it through Proton (tools/steamdeck/README-SteamDeck.txt).
Known issues
- Not yet played through end to end on either game (#55-#57).
- Rendering:
- 1280×720 only for now, and no PC texture pack yet (see above).
- Slow-mo firefights with many effects can drop below 120 fps, mostly on the CPU side.
- On the Steam Deck, blood and armour marks on enemies don't show yet.
- GPU load jumps during Interval 2's closing transformation sequence (#41).
- High frame rates: bodies can be flung hard when bullet time ends (#62, #4); the walk animation can drop to idle (#10); the shotgun's rumble is weak (#68).
- Menus and content: a plain collection menu (#43); the Holiday bonus mission not checked yet (#39).
- Controllers: XInput on Windows (#54); on the Steam Deck the controller can drop for about a second at story autosaves (#36).
Report problems on GitHub with the crash report or log from port-nx/logs or port-files/logs.
Credits
- ReXGlue: the static recompilation SDK (BSD-3-Clause, derived in part from Xenia).
- pgr4-native: the Direct3D 12 renderer (MIT), by way of GRAW 360 Recompiled.
- fear-nx: the GPU ring and display pacing the renderer runs on, and the Vulkan renderer used up to 0.1.1 (GPL-3.0-or-later).
- EchoPatch: the PC version's fixes, the standard this project measures itself against.
- Built with Claude Code: Claude wrote nearly all of the code, and every commit is co-authored. Play-tested by a human.
F.E.A.R. is a trademark of Warner Bros. Entertainment / Monolith Productions. This project is not affiliated with or endorsed by them; see NOTICE for licensing.
F.E.A.R. 360 Recompiled 0.1.1 (Windows, source release)
The Xbox 360 versions of F.E.A.R. and F.E.A.R. Files (Extraction Point + Perseus Mandate), statically recompiled to run natively on Windows: high resolutions, high frame rates, PC settings, and the console's own game code.
This release is source only. It contains no game code, no game data and no executables. You build it on your own PC from your own Xbox 360 discs: SETUP.md walks through it.
Still an early release. Both games boot and play, but the whole of both campaigns hasn't been played through yet to check for crashes (the 1.0 smoke test, #55-#57). 1.0 follows that play-through.
What's new in 0.1.1
Combat
- Blood and armour marks on enemies where bullets hit, as on the PC at its highest detail (#47). The 360 started with them off. On by default; PC Settings → Blood and armour marks.
- Sharper enemy AI (#3). The 360 made Normal easier than on PC (its AI difficulty factor 0.7 against the PC's 1.0). New PC Settings → Enemy AI:
- Sharp (the default): Very Hard's tactics (aim, grenades, dodging) at every difficulty, with how hard enemies hit still following the difficulty;
- As on PC: the PC's difficulties;
- As on 360: the console's own tuning.
Graphics
- Texture sharpness (#50): sharper distant textures, like EchoPatch's mipmap bias. Sharper by default.
- The gun keeps its place at wide fields of view (#1): the first-person camera is corrected the way EchoPatch does it.
- Mirrors and in-game screens render at the resolution scale, so they're sharp at 4K (#25).
New PC Settings options from EchoPatch (#2). Each starts as the game shipped:
| Option | Choices | Issue |
|---|---|---|
| Weapon slots | 3, 4, 5 or 10 | #23 |
| Flashlight | battery, or Never runs out | #20 |
| Intro videos | all, Monolith's logo only, or skip straight to the menu | #19 |
| Bodies and debris | bodies stay instead of fading after 10; in F.E.A.R. broken glass stays too | #22 |
| Cutscene black bars | on or off | #18 |
| Model detail | full detail at any distance | #21 |
Weapon slots, flashlight, intro videos and lasting glass change the game database, so they're F.E.A.R. only for now; F.E.A.R. Files keeps its database inside its catalogue.
Fixes
- Changing the frame rate in PC Settings after a launch with the test launcher's
-Timerflag now takes effect (#71). - The shader warm-up lists are no longer in the repository, since they're derived from the game (#53). A build uses your own list if you made one with
tools/make_warmup.py; without one, the first run builds shaders as it goes.
Licensing: a LICENSES folder with the GPL-3.0 and BSD-3-Clause texts and where each part comes from, and a CI check that no game material is committed.
Requirements
Windows 10 or 11 (64-bit), a CPU with AVX2 and FMA (Intel Haswell / AMD Excavator or newer), a Vulkan GPU, an Xbox controller, and your own discs. Building needs Visual Studio 2022's C++ workload, LLVM 20, CMake, Ninja, Git, PowerShell 7 and Python: see SETUP.md.
Known issues
- Not yet played through end to end on either game: crashes or blockers later in the campaigns are possible (#55-#57).
- Rendering:
- High frame rates:
- Menus and content:
- Controllers:
- On Windows the games read controllers through XInput (Xbox pads, or anything Steam Input presents as one): SDL found no controller in the game on one laptop (#54).
input_backend = "sdl"inuser/settings.tomlbrings SDL back. The Steam Deck keeps SDL. - On the Steam Deck the controller can drop for about a second at story autosaves (#36).
- On Windows the games read controllers through XInput (Xbox pads, or anything Steam Input presents as one): SDL found no controller in the game on one laptop (#54).
Report problems on GitHub with the crash report or log from port-nx/logs or port-files/logs.
Credits
- ReXGlue: the static recompilation SDK (BSD-3-Clause, derived in part from Xenia).
- fear-nx: the native Vulkan Xenos renderer and SDK patch (GPL-3.0-or-later), adapted from Project8Recomp and nfsmw-nx.
- EchoPatch: the PC version's fixes, the standard this project measures itself against.
- Built with Claude Code: Claude wrote nearly all of the code, and every commit is co-authored. Play-tested by a human.
F.E.A.R. is a trademark of Warner Bros. Entertainment / Monolith Productions. This project is not affiliated with or endorsed by them; see NOTICE for licensing.
F.E.A.R. 360 Recompiled 0.1 (Windows, source release)
The Xbox 360 versions of F.E.A.R. and F.E.A.R. Files (Extraction Point + Perseus Mandate), statically recompiled to run natively on Windows: high resolutions, high frame rates, PC settings, and the console's own game code.
This release is source only. It contains no game code, no game data and no executables. You build it on your own PC from your own Xbox 360 discs: SETUP.md walks through it.
An early release. Both games boot and play, but the whole of both campaigns hasn't been played through yet to check for crashes (the 1.0 smoke test, #55-#57), and there's a lot of optimization left. 1.0 follows that play-through.
What's in 0.1
Both games in one collection. A menu picks F.E.A.R. or F.E.A.R. Files before either loads; Switch Game in each game's main menu returns to it.
Graphics
- fear-nx's native Vulkan renderer for the Xbox 360 GPU, with integer resolution scaling up to 3× (3840×2160 from the console's 1280×720), the game's own 2×/4× MSAA and up to 16× anisotropic filtering.
- Bloom off by default, as on PC: the 360 version's screen bloom spread a grey haze near bright lights (#38). PC Settings can turn it back on.
- Optional: the PC version's higher-resolution textures, built from your own PC copy into a local pack (TEXTURES.md).
High frame rates. Up to 120 fps, paced to your display. The console code assumes 30 fps in places; fixed so far:
- Enemies update every frame above 100 fps, so they react as quickly as on the console (#3).
- Model animations advance by exactly the time that passed (the engine dropped a fraction of a millisecond every frame).
- Bullet tracers no longer stick in mid-air (#27).
PC Settings in each game's main menu: resolution scale, window mode, frame rate limit, texture filtering, field of view (#1), aim assist, right-stick feel (the 360's turn ramp off by default), animation timing, PC textures and bloom. Quit to Desktop is there too.
Performance. The recompiled code keeps PowerPC registers in CPU registers where it can (#34): about 30% less CPU time on the game thread than before, measured on PC. Background threads that only spun or polled under Proton were cut back for the Steam Deck (#40; not measured there yet).
No first-run stutter. The first start of each game on a new PC or graphics driver builds the shaders and pipelines seen in play, on all CPU cores, before the main menu, with a progress panel if it takes more than a moment. The shaders come from your own disc's files (#53).
Steam Deck (experimental). The Windows build runs under Proton; it held a median of 89 fps on a Deck OLED in testing, with the heaviest scenes around 74. Packaging steps: tools/steamdeck/README-SteamDeck.txt. Video.
Requirements
Windows 10 or 11 (64-bit), a CPU with AVX2 and FMA (Intel Haswell / AMD Excavator or newer), a Vulkan GPU, an Xbox controller, and your own discs. Building needs Visual Studio 2022's C++ workload, LLVM 20, CMake, Ninja, Git, PowerShell 7 and Python: see SETUP.md.
Known issues
- Not yet played through end to end on either game: crashes or blockers later in the campaigns are possible (#55-#57).
- GPU load jumps during Interval 2's closing transformation sequence (#41).
- On-screen text comes from the 360's 720p bitmap fonts and looks soft at high resolution scales (#42).
- The collection menu is a plain panel without the games' menu effects and sounds (#43). If the controller doesn't respond there, click the game window once.
- The first-person weapon isn't corrected for wide fields of view yet.
- Whether the 360-only Holiday bonus mission unlocks normally isn't checked yet (#39).
- The AI can still feel slower than in the PC version at high frame rates; whether that's the 360's own tuning is being checked (#3).
- On Windows the games read controllers through XInput (Xbox pads, or anything Steam Input presents as one): SDL found no controller in the game on one laptop (#54).
input_backend = "sdl"inuser/settings.tomlbrings SDL back. The Steam Deck keeps SDL. - On the Steam Deck the controller can drop for about a second at story autosaves (#36).
- PC-parity fixes from EchoPatch are being worked through: #2 tracks them.
Report problems on GitHub with the crash report or log from port-nx/logs or port-files/logs.
Credits
- ReXGlue: the static recompilation SDK (BSD-3-Clause, derived in part from Xenia).
- fear-nx: the native Vulkan Xenos renderer and SDK patch (GPL-3.0-or-later), adapted from Project8Recomp and nfsmw-nx.
- EchoPatch: the PC version's fixes, the standard this project measures itself against.
- Built with Claude Code: Claude wrote nearly all of the code, and every commit is co-authored. Play-tested by a human.
F.E.A.R. is a trademark of Warner Bros. Entertainment / Monolith Productions. This project is not affiliated with or endorsed by them; see NOTICE for licensing.