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GRAW 360 Recompiled 0.6 (Linux / Steam Deck build; Windows from source)
The Xbox 360 Tom Clancy's Ghost Recon Advanced Warfighter (2006), the console's own Red Storm version with the third-person camera and the Cross-Com drone, statically recompiled to run natively on PC, Linux and the Steam Deck.
New in this release: a ready-to-run build for Linux and the Steam Deck. Download GRAW360-Recompiled-0.6-Linux.zip and follow its README.txt. It's native, with no Proton or Wine.
You still need your own Xbox 360 disc. The zip contains no game files: you unpack your own disc image into it (USA/Europe multilingual, title 555307D5). The programs contain a machine translation of the game's code and can't run without those files. On Windows you still build from your disc: SETUP.md.
A work in progress. The campaign plays, but it hasn't been played through end to end yet (#36).
What's new since 0.5
Steam Deck frame rate. Measured in one 43-minute campaign session in Game Mode, with Steam's frame limit at 30:
- 29.9 fps average, with 0.64% of frames over 40 ms. An earlier test build had 2.1%.
- It still dips in the heaviest moments (2,500 draws and up), and a few frames stalled for longer, the longest 7.1 s. Those stalls aren't explained yet.
- That Deck had already built its shaders in earlier play. A new install hitches the first time it sees an area or effect, then gets smoother as you play.
Fixes on Linux and the Deck
- Fewer Vulkan calls per draw: unchanged state is skipped and texture sets are reused.
- RenderDoc only loads when it's already attached.
- Guest memory no longer leaks in
/dev/shm, which could crash the game after several restarts. - A crash now writes a report, even if the backtrace hangs.
- The launcher says so when the disc files are missing or from a different version.
Everywhere
- Vector math:
vexptefpgives 0 for very small values instead of a wrong one. - The controller's A button alone confirms a runtime dialog such as "Select a Device".
The frame log (linux/logs) now splits each frame into GPU time, swap waits and each thread's CPU time, next to a once-a-second log of clocks, power and temperatures. Both stay on your machine.
Requirements (Linux zip)
- A Steam Deck. That's the only machine this build has been tested on.
- An x86-64 Linux PC may also work, with a Vulkan 1.3 GPU, a CPU with AVX2 and FMA, glibc 2.35 or newer, and a libstdc++ with
GLIBCXX_3.4.32. It runs at the same 1280x720 and 30 fps. - Your own disc as an ISO, Python 3 to unpack it, and about 5 GB of free space.
Known issues
- Not yet played through end to end (#36).
- Steam Deck:
- Mission 3's heaviest stretch has been under 30 fps, and a crash was seen after it (#51). That stretch hasn't been specifically re-measured in this build.
- An Instant Action match crashed once after about a minute (the game's own "pure virtual function call"). It hasn't come back in later play.
- The pause menu flickers after about 40 seconds (#33).
- Animations entering and leaving cover can run ahead at 30 fps.
- The CPU runs hot: 90-94 C with the fan near 7,000 rpm in the session above.
- Campaign: in mission 2 a truck sometimes doesn't load, and a checkpoint reload fixes it (#52).
- Rendering: the sky can be partly black or white in the helicopter flight (#32). HDR and upscalers (FSR, DLSS) are for later (#43).
- Split-screen: player 1's view can be black when the players aren't on the first controller slots, for example when a virtual pad (Logitech G HUB) holds slot 1.
- Instant Action's view still needs checking against the console (#9). Online multiplayer is being scoped (#35, #48).
Report problems on GitHub with the newest files from linux/logs.
Credits
- ReXGlue: the static recompilation SDK (BSD-3-Clause, derived in part from Xenia).
- pgr4-native: the idea and groundwork for the native renderer.
- Inspiration: Lost Odyssey Recomp, UnleashedRecomp, fear-nx.
- Built with Claude Code: Claude wrote nearly all of the code, and every commit is co-authored. Play-tested by a human.
Ghost Recon is a trademark of Ubisoft Entertainment. This project is not affiliated with or endorsed by Ubisoft, Red Storm Entertainment, Ubisoft Paris or Microsoft; see NOTICE for licensing. The zip carries the licenses of the libraries it uses.
GRAW360-Recompiled-0.6-Linux.zip SHA-256: 1be25d585c6471c1ec46e1f4f0e43b42ff5bd6c504c0beb9da94043a62982c6b
GRAW 360 Recompiled 0.5 (Windows and Linux / Steam Deck, source release)
The Xbox 360 Tom Clancy's Ghost Recon Advanced Warfighter (2006), the console's own Red Storm version with the third-person camera and the Cross-Com drone, statically recompiled to run natively on PC, Linux and the Steam Deck.
This release is source only. It contains no game code, no game data and no executables. You build it from your own Xbox 360 disc: SETUP.md walks through it.
A work in progress, about halfway to 1.0. The campaign plays, but it hasn't been played through end to end yet (#36).
What's in 0.5
All three programs on the disc, recompiled. The front end, the campaign and Instant Action/co-op each run natively, and they hand over to each other as the console did.
A native renderer for the campaign. The game's own Direct3D calls are drawn straight on your GPU, once per draw, instead of replaying the 360 GPU's command stream.
- Windows (Direct3D 12): up to 4K internal resolution and true 120 fps, with character animation at the right speed.
- Linux and the Steam Deck (Vulkan): a steady 30 fps on the Deck, with shaders built before the first frame so guns and props don't load late.
- The Cross-Com drone feed and the tactical map work.
Linux and the Steam Deck. A native Linux build, no Proton or Wine. tools/build-deck.sh builds it for SteamOS in an Ubuntu 22.04 container.
Local Play split-screen for up to four players in Instant Action (MULTIPLAYER.md): run Instant Action with --graw_shared_controllers=false, one controller per player. Played with two players on one Steam Deck.
Requirements
- Windows: 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.
- Linux: x86-64 with Vulkan; the Steam Deck build is made in a container (
podman). - Your own disc: USA/Europe multilingual, title
555307D5. - Building needs the toolchain listed in SETUP.md.
Known issues
- Not yet played through end to end (#36).
- Steam Deck:
- an Instant Action match crashed once after about a minute (the game's own "pure virtual function call"); it didn't come back in later play, including two-player split-screen on one Deck;
- the pause menu flickers after about 40 seconds;
- animations entering and leaving cover can run ahead at 30 fps.
- Rendering: the sky can be partly black or white in the helicopter flight (#32). HDR and upscalers (FSR, DLSS) are for later (#43).
- Split-screen: player 1's view can be black when the players aren't on the first controller slots, for example when a virtual pad (Logitech G HUB) holds slot 1.
- Instant Action's view still needs checking against the console (#9). Online multiplayer is being scoped (#35, #48).
Report problems on GitHub with the log from the program's logs folder.
Credits
- ReXGlue: the static recompilation SDK (BSD-3-Clause, derived in part from Xenia).
- pgr4-native: the idea and groundwork for the native renderer.
- Inspiration: Lost Odyssey Recomp, UnleashedRecomp, fear-nx.
- Built with Claude Code: Claude wrote nearly all of the code, and every commit is co-authored. Play-tested by a human.
Ghost Recon is a trademark of Ubisoft Entertainment. This project is not affiliated with or endorsed by Ubisoft, Red Storm Entertainment, Ubisoft Paris or Microsoft; see NOTICE for licensing.