A native PC port of Dead or Alive Xtreme Beach Volleyball (Windows, macOS & Linux), built by static recompilation, with the goal of rewriting it into readable source.
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Important
This project ships no game files. You need your own legally obtained copy of the USA Xbox release. It is not affiliated with or endorsed by the game's rights holders.
The original Xbox executable is lifted to C with a static recompiler, then linked against a hand-written runtime that replaces the Xbox kernel imports, audio output and key Direct3D 8 and DirectSound APIs with native Windows equivalents. The rest of the game, including its statically linked libraries, still runs as generated code. The plan is to replace game logic with readable, hand-written source one data-structure cluster at a time while the game keeps running; so far only the startup thread entry has been rewritten.
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Captured from the native port at 2560x1440.
Note
Fully playable as of 0.4 Beta. Long player sessions cover every stage, the Casino, Hotel and Shops, saving and reloading, and a vacation's end carrying into a new one (that run started from an edited day-14 save; see status). Known issues: a second Hopping Game playable before it loads (#54), an upside-down map flash leaving the pool (#55) and possibly missing underwater textures (#56).
| Area | State |
|---|---|
| Exhibition volleyball, character select | Working, including Xbox Series controllers |
| PlayStation 4/5 controllers, up to four controllers, vibration | Added in 0.4.8; PlayStation pads not yet confirmed on hardware |
| Jungle, Beach, Niki Beach, Private Beach | Working |
| Take a Rest, Hopping Game, Radio Station | Working |
| Casino, Hotel, full vacation to its end | Working in player sessions |
| Movies and native audio | Working, including natural endings and skips |
| Store purchases, saves and reloads | Working, with interrupted-save recovery |
| Deleting saves | Fixed in 0.4.9 |
Custom soundtracks (MP3, WAV, FLAC from UserMusic) |
Added in 0.5.0 |
| Radio Station shuffle (launcher checkbox) | Added in 0.5.3 |
| Title screen idle behavior: attract sequence without the movies, or CPU Exhibition matches (launcher choice) | Opt-in; see docs/title-idle.md |
| Portraits, pool water, item previews | Restored |
| Lighting, camera, full rendering fidelity | Incomplete |
| Every collection item and activity/time variant | Not individually verified |
| Hand-written game logic | Startup thread entry only; the rest runs as generated code |
| Rollback multiplayer | Planned (#20) |
Remaining work is tracked in the offline acceptance tracker. Development results do not guarantee every route works in the packaged beta.
Requirements: Windows 10/11 x64, a supported USA game ISO and internet access. The 0.5.3 Beta ZIP bundles Python, Capstone, Git, CMake and the ISO extractor. Setup compiles the game with the free llvm-mingw clang compiler. On first run it downloads it into the setup folder (190 MB, about 715 MB extracted). This needs no administrator approval, Visual Studio or Windows SDK (#115). Release ZIPs up to 0.6.0 RC1 instead offer to run Microsoft's C++ Build Tools installer, which needs administrator approval and several GB of disk space.
- Download the ZIP from the latest release (or the newest prerelease to try upcoming fixes early) and extract it into a new folder with a short path.
- Drag your ISO onto
BuildGame.cmdand wait for Setup complete. With a release ZIP up to 0.6.0 RC1, first follow any Microsoft installer prompts. - Run
Launcher.cmdfrom the same folder to pick resolution, MSAA and SMAA, then press Play. RunningRunGame.cmddirectly uses the defaults.
On macOS:
- Install the prerequisites in docs/building.md.
- Run
./build_game.sh /path/to/game.isoand wait for setup to complete. - Run
./launcher.shto select resolution, volume, and soundtrack options, then press Play (or run./run_game.shdirectly).
On Linux and Steam Deck, follow docs/building.md; the scripts are the same as on macOS.
Setup extracts your ISO and builds a native Release runner locally; the package contains tools and source, never a prebuilt runner or game data. When updating, build in a new folder and keep your previous install and saves. GitHub's automatic source archives are source only; see the source build guide for their prerequisites.
New and older saves start in Digital control mode until you pick a PC control mode; later Analog or Digital choices are remembered. See the controller guide.
Xbox and PlayStation 4/5 controllers work directly. Do not run DS4Windows with the game: it adds an emulated Xbox controller, so one pad appears twice and takes two player ports. If you launch through Steam, turn Steam Input off for the game.
The runtime tests build without any game files or submodules:
git clone https://github.com/NoRain211/doaxbv-re.git
cd doaxbv-re
cmake -S recomp-runtime -B build/recomp-runtime -G "Visual Studio 17 2022"
cmake --build build/recomp-runtime --config Release --parallel 2
ctest --test-dir build/recomp-runtime -C Release --output-on-failureTo run the same tests with the llvm-mingw clang that setup uses, see the source build guide. This produces test executables, not the game runner. For ISO setup from source, follow the source build guide. Passing tests does not establish full game accuracy.
| Path | Contents |
|---|---|
recomp-runtime/ |
Runtime, kernel and input adapters, audio, D3D8 replacements, presentation, tests |
xbe/ |
XBE parsing and hashing |
tools/ |
Extraction and launcher scripts, lifter submodule, source patches, export checks |
docs/ |
Build guide, controls, saves, graphics, status and research |
third_party/ |
Pinned rbengine and recomp-net dependencies (notes) |
private/ |
Ignored local game inputs, generated output and run evidence |
Read the contribution guide first. Translation defects are fixed in the lifter and regenerated; generated game C is never patched by hand.
When reporting a bug, include your build version, steps to reproduce, what happened, your hardware and controller, and the stop or crash message (how to read logs). Remove private paths from logs, and never upload game binaries, generated game C, assets, extracted filenames, saves, BIOS data or private run evidence.
- Tommy McLeroy (@tmcleroy): creator of the macOS and Linux ports (#99, #103).
This project uses large language models and AI coding agents extensively for code, reverse-engineering analysis, debugging, tests and documentation. Their output can contain mistakes; changes are reviewed and tested, and unverified behavior is tracked as such.
Original code and documentation are licensed under GPL-3.0-or-later; see also NOTICE. Third-party components keep their own licenses. The license grants no rights to the game or its assets.
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