NFSU2_native_readme.mp4
Play Need for Speed: Underground 2 (NFSU2, 2004) natively on Apple Silicon Macs (M1 and later): no Wine, no CrossOver, no emulator, no virtual machine.
NFSU2Recomp is a static recompiler and runtime that turn the original Windows PC
executable of the game (SPEED2.EXE, 32-bit x86, Direct3D 9) into a native
ARM64 macOS app. The game's x86 machine code is lifted to C ahead of time and
compiled with clang; Direct3D 9 is translated to Metal, DirectSound to
CoreAudio. There is no Wine, no emulator, no JIT and no Windows involved at run
time. On an M1 Pro, races run at 119 fps (the display's limit), against
10–15 fps for the same game under Wine.
This repository contains no game code and no game assets. It contains the recompiler and the runtime only. You need your own copy of the game. The C code generated from its executable is never committed. The prebuilt app on the Releases page contains the recompiled program but no game files: on first launch you point it at your own installation.
The game boots, reaches the menus, and races are playable with sound.
| Area | State |
|---|---|
| x86-32 → C lifter (integer, x87, MMX, SSE/SSE2, 3DNow!, string ops) | 23,278 functions, 137 MB of generated C |
| Win32 layer (CRT startup, heap, TLS, threads, files, registry, window) | working |
| Direct3D 9 → Metal, shader bytecode (vs/ps 1.x–2.x) → MSL | working |
| DirectSound → CoreAudio, DirectInput (keyboard, mouse) | working |
| Windowed, fullscreen, Retina-native and 1080p widescreen | working |
| Career mode: profile creation (name entry), save and load | working |
Double-clickable .app with a launcher window (./pack.sh) |
working |
| Optional "HD" build: MSAA (2× at 1440 lines and above, 4× below), SSR, ray-traced reflections | working, see GRAPHICS_RESEARCH.md |
- Two builds of
SPEED2.EXEare supported, the European and the North American v1.2 ones (see Game versions); each has its own engine. Other builds would need their own lifting pass and address map. - Videos are skipped: there is no VP6 decoder.
- Keyboard and mouse only; no gamepad or wheel support. No network play.
- Structured exception handling is not implemented (
RtlUnwind/RaiseExceptionare stubs). - x87 is modelled with 64-bit doubles, not 80-bit extended precision.
- One workaround with an unknown root cause remains: the front end's
world-view-projection matrix arrives broken and an identity matrix is injected
instead (
FIXMAT, seerun.sh). - About 310 instructions in rarely used opcodes (many of them data the disassembler mistook for code) are still emitted as traps. None are hit in the measured race scene.
- Some visuals are unverified against a Windows reference (crowds / skinned
meshes). See "Remaining graphics items" in
PROJECT.md. - Under investigation: in career mode, the scene behind the post-race results panel (car pulling up, crowd) can stay black; the same scene renders correctly after a Quick Race drag.
SPEED2.EXE (PE32, x86)
│ tools/reloc2.py recover the relocation table → out/relocs.txt
│ tools/genall.py recursive-descent discovery + tools/lift.py
▼ x86 → C, one C function per guest function
gen/all/shard_*.c (128 files) + fntab.c (guest address → native function)
│ build.sh clang -O3, in parallel
▼
runtime/ (hand-written) CPU state, guest memory, Win32, D3D9→Metal, audio
│ link.sh
▼
out/nfsu2_boot ~35 MB arm64 Mach-O
- Pointers vs. constants. The hard problem of x86 static recompilation is
telling a 4-byte address from a 4-byte number. This executable has its
relocation directory entry zeroed, but the relocation data is still
physically present in an unnamed section.
tools/reloc2.pyparses it by hand: 91,106 absolute addresses, all of which point into the image. Function discovery and jump-table recovery are seeded from it. - Guest memory. The 32-bit guest address space is reserved with
mmap; guest→host translation is a single ARM64 addressing mode (ldr w8, [x_base, w_addr, uxtw]). - Indirect calls go through an O(1) table indexed by guest address.
- Code generated at run time. The game writes small x86 thunks to its stack
and calls them.
runtime/genexec.cdetects these and runs them in a small interpreter, handing calls back to lifted functions. - D3DX effects. The statically linked D3DX9 effect framework took ~47% of
guest time when executed as lifted code;
runtime/d3dx_hle.cshort-circuits parts of it (D3DX_HLE.md).
| Path | What it is |
|---|---|
tools/lift.py |
x86-32 → C lifter, with lazy EFLAGS (flag liveness) |
tools/genall.py |
function discovery, parallel generation, sharding |
tools/reloc2.py |
relocation table recovery |
tools/argcount.py |
stdcall argument counts for imports |
tools/isatest.py, tools/fuzzisa.py |
instruction-semantics tests and differential fuzzer |
runtime/cpu.h, mem.c, dispatch.c, genexec.c |
CPU state, guest memory, dispatch, run-time code |
runtime/win32.c, win32_ext.c, fileio.c, res.c |
Win32 API layer |
runtime/com.c, metal.m, vsemu.c |
Direct3D 9 / DirectInput / DirectSound COM layer, Metal renderer, shader translation |
runtime/audio.m |
CoreAudio output |
runtime/overrides.c, d3dx_hle.c |
hand-written replacements for specific game functions |
runtime/enhance.c |
HD build only (-DNFS_ENHANCED=1) |
runtime/bundle.m, pack.sh |
.app behaviour and packaging |
launcher/*.swift |
the app's launcher window (Swift/SwiftUI): finds and checks the game, Original/HD, portable copy |
tests/boot.c |
program entry point (runs the game from its PE entry point) |
- Instruction semantics: 169 hand-written tests, 439 checks
(
tools/isatest.py→out/isatest). - Differential fuzzing against real x86:
tools/fuzzisa.pyassembles random instruction sequences, runs them as real x86-64 code under Rosetta 2 and as lifted C on ARM64, and compares registers, flags and memory. - Function-level tests: 15 checks against lifted game functions
(
out/nfsu2_all). - Reproducible generation: the generated C is a pure function of the executable and the tools; regenerating gives byte-identical output.
./run.sh test runs the first and third.
- Integrity run:
tools/check.shplays both builds invisibly and silently from the menus into a Quick Race (~1.5 min each) and checks the end-of-run report: no unsupported instructions, no unresolved indirect calls, no broken matrices, no GPU command buffer errors, no missing mip levels, the race was actually reached, and in the HD build that ray tracing and the separate G-buffer pass ran. Settings are restored and saves go to a temporary folder.
Measured on an M1 Pro at 1280×960, same scene and settings, alternating runs
(method, raw numbers and caveats in WINE_COMPARISON.md):
| This port | Wine 11.18 (wined3d, Rosetta 2) | |
|---|---|---|
| Race | 119 fps (capped by the 120 Hz display) | 10–15 fps |
| 3D menus | 119 fps | 45 fps |
| CPU time per frame | ~12.6 ms | ~105 ms |
Power while racing at the display's native resolution (3024×1964, 120 fps,
M1 Pro, powermetrics, a real play session): the standard build draws about
6.5 W for CPU + GPU, stays at or below 70 °C and never spins the fans; the
HD build draws about 18 W.
-
Apple Silicon Mac, macOS 11 or later. Developed on an M1 Pro, macOS 27.
-
Xcode Command Line Tools (
clang;swiftcfor the launcher window). -
Python 3 with
capstone5.x andpefile(requirements.txt). -
Rosetta 2, only for
tools/fuzzisa.py. -
Your own installation of the game, with one of these executables (both v1.2 without the CD check, built Feb 9 2005):
Build SPEED2.EXEsizeSHA-256 European (PAL) v1.2 4,788,224 bytes 8f6a9ae2c4cfa01181d2fd755d99c6f4b7103f60273908ea1de1e719dfe2a297North American v1.2 4,800,512 bytes f9dd86c054878ce6276beb07c1fd61874f7a1e4bf1f241b084c65b73e24168a7The app checks the file at startup, picks the matching engine and says so instead of crashing on any other file;
NFSU2_ANY_EXE=1skips the check.
The recompiled code belongs to one executable, so every build of SPEED2.EXE
gets its own lifting pass and engine. The game data is a separate matter (see
the note under the table).
SPEED2.EXE |
Size | SHA-256 | Status |
|---|---|---|---|
| European v1.2, no CD check | 4,788,224 | 8f6a9ae2c4cfa01181d2fd755d99c6f4b7103f60273908ea1de1e719dfe2a297 |
Supported (the reference build) |
| North American v1.2, no CD check (the build most PC mods target) | 4,800,512 | f9dd86c054878ce6276beb07c1fd61874f7a1e4bf1f241b084c65b73e24168a7 |
Supported (engines nfsu2-engine-na, -na-hd). Tested on US disc data from the menus into a Quick Race, original and HD. |
| US v1.0 retail disc | 5,987,981 | 2cbd698fee8338a13d1891bc17d27e6641b4b9dd40580de818594b9140222899 |
Cannot be supported. Protected by SafeDisc: the code section is encrypted on disc and only decrypted at run time, so there is nothing to recompile. |
The retail disc executable carries the disc's copy protection, and the official v1.2 patch most likely keeps it (not verified here). A static recompiler needs readable machine code, so the port cannot use a protected executable, and this project does not remove copy protection.
Data from the discs. The US discs and the European release share 1,218 of
their ~1,250 files byte for byte. The differences are the region's cars (the US
release has CARS/CIVIC and CARS/RSX; the European one has CARS/CORSA and
CARS/PEUGOT106), the per-language movies, FRONTEND/FrontB.lzc and
server.dll.
US data works with the supported executable. The game's region is a
constant in the executable (0 in the US build, 6 in the European one), and
it decides which of the region-only cars exist. Left at the European value, US
data hangs on the "Loading" screen as soon as a race picks a Corsa or a 106. The
runtime therefore looks at the data at startup: if CARS/CIVIC and CARS/RSX
are there but CARS/CORSA and CARS/PEUGOT106 are not, it switches the game to
the US region (log line region: North American data). Tested on US disc data:
races load, the Civic is in the Quick Race car list and the Mazda is called
Miata, as in the US release; the region check hides the Corsa and 106.
NFSU2_REGION=na or eu forces either region.
The discs hold the game in plain zip files, so the Windows installer is not
needed. With the two disc images (.cue/.bin, .iso, or the disc folders):
brew install sevenzip # only needed for .bin/.iso images
python3 tools/install_from_discs.py ~/Games/NFSU2 "Disc 1.cue" "Disc 2.cue"This writes a normal game folder (about 1.7 GB) that the launcher can point at.
It copies the disc's SPEED2.EXE too, but see the table above: the disc
executable cannot run, so put a supported one in its place. The North American
v1.2 executable is the natural match for US disc data; the European one also
works with it (see "US data works with the supported executable" above).
The European executable is the reference: the runtime was written against it.
tools/addrmap.py matches the two executables function by function (a byte
signature with the parts that move between builds masked, aligned in order) and
collects data-address pairs from the matched code: 23,276 of 23,277 functions
match, most code is 16 bytes away from the European build, most data is at the
same address. Every game address in the runtime is written as GA(0x…) in
European terms; for the North American engine runtime/build_na.h (generated
from the map) turns each one, and each sub_XXXXXXXX name the runtime uses, into
the North American one. An address the map cannot place stops the build.
Two things differ at run time:
- The North American no-CD executable still looks for a CD-ROM drive (its disc
contents check is patched out, the drive check is not) and otherwise asks for
"Disc 2" forever. Its engine reports
D:as an empty CD-ROM drive; paths onD:resolve to the game folder like those onC:. - Its region variable is in
.bss(0, the US) rather than a constant, see "US data works with the supported executable".
Function discovery missed eight call targets in this executable (its linear scan
stops on bytes an earlier, misaligned scan covered), which became traps;
LIFT_MISSING=1 (set by tools/gen_v2.sh for this build) lifts such targets in
extra shards.
Run everything from the repository root.
export NFSU2_DATA="/path/to/Need for Speed Underground 2" # folder containing SPEED2.EXE
EXE="$NFSU2_DATA/SPEED2.EXE"
python3 -m venv .venv && .venv/bin/pip install -r requirements.txt
# 1) relocation table, cross-function flag liveness, lifting every function
# to C, import argument table -> gen/all/ (~1 min on an M1 Pro)
# The script holds the OVERRIDE list (functions that runtime/overrides.c and
# runtime/d3dx_hle.c replace); it must match them or the link fails.
tools/gen_v2.sh "$EXE"
# 2) compile the shards, then build the runtime and link (~1.5 min)
./build.sh && ./link.sh
./run.sh test # ISA + function tests
./run.sh # windowed
./run.sh 1080p # 1920x1080, widescreen-corrected
./run.sh hd # HD build
./pack.sh # out/NFSU2.app: launcher + both engines (Original and HD)
./pack.sh --zip # also out/NFSU2.zip for a release
./pack.sh --embed # out/personal/NFSU2.app with your game inside (do not share)For the North American v1.2 executable the same steps build a second pair of
engines; tools/gen_v2.sh recognises the file by its SHA-256 and writes gen/na,
run.sh picks the engine by the executable, and pack.sh adds the engines to the
app when they are built:
tools/gen_v2.sh "/path/to/NA/SPEED2.EXE" # -> gen/na
BUILD=na ./build.sh && BUILD=na ./link.sh # -> out/nfsu2_na_boot, out/nfsu2_na_hd_bootruntime/build_na.h is committed. link.sh regenerates it from
out/na/addrmap.json when that file exists, which takes both executables:
tools/addrmap.py build <European SPEED2.EXE> <North American SPEED2.EXE> out/na/addrmap.json.
Do this after adding a GA(...) address or a sub_ name to the runtime; game
addresses written without GA(...) would be wrong in the North American engine.
The app opens a small launcher window first (launcher/, built by pack.sh
with swiftc): it finds and checks SPEED2.EXE, offers Original or HD graphics
and full screen, opens the saves and logs folders, and Make Copy… builds a
portable app with the game files inside (APFS clones, seconds on the same disk),
so nobody needs pack.sh --embed or a terminal for that. Untick "Show this
window when the app opens" to go straight into the game (hold Option to get the
window back). NFSU2_SKIP_LAUNCHER=1 / NFSU2_ENGINE=original|hd do the same
from scripts.
run.sh documents the environment switches; most are diagnostics.
While playing, Cmd+Shift+D writes the next frame as a PNG plus the full
draw list (to ~/Library/Logs/NFSU2/), for reporting rendering problems.
tools/session.sh [hd] records a play session (frame times, CPU/GPU power,
temperature, fan speed, screenshots) and tools/session_report.py turns it into
a report.
Can I play Need for Speed: Underground 2 on a Mac?
Yes, on an Apple Silicon Mac (M1 or later) with your own copy of the PC game.
Download NFSU2.zip from the Releases page, or build the port as
described above (./pack.sh produces a double-clickable NFSU2.app). Open it,
choose the game folder once, click Play. Menus, races, career saves and sound
work.
Do I need Wine, CrossOver, Whisky, Parallels or a virtual machine? No. The game's code is recompiled to native ARM64 and runs directly on macOS. Rosetta 2 is not used to run the game (only, optionally, by one test tool).
Is it faster than Wine or CrossOver?
On an M1 Pro at 1280×960: 119 fps in races (capped by the 120 Hz display)
against 10–15 fps under Wine 11.18 with Rosetta 2, and 119 fps against 45 fps
in the 3D menus. Method and raw numbers are in WINE_COMPARISON.md.
Is there a ready-made download?
Yes: the Releases page has NFSU2.zip. The app holds both
graphics modes, Original and HD (MSAA, ray-traced reflections), chosen in its
window; older releases had a separate NFSU2.HD.zip. It contains no game files:
the window asks for the folder that holds your own SPEED2.EXE.
The app is not notarized, so macOS blocks the first start: open System Settings ›
Privacy & Security and click Open Anyway (on macOS 14 and older: right-click
the app › Open). If macOS says the app is damaged, run once in Terminal:
xattr -dr com.apple.quarantine /Applications/NFSU2.app
Can I carry the game to another Mac in one piece?
Yes. In the app's window, Make Copy… creates "NFSU2 Portable.app" with the
game files inside (about 1.4 GB). It runs on its own; saves stay in
~/Library/Application Support/NFSU2 Saves on each Mac. It contains the game,
so keep it for yourself.
Which version of the game does it need?
The Windows PC version, with the European or the North American v1.2
SPEED2.EXE listed under Requirements. The US v1.0 disc
executable cannot be supported (it is copy-protected). Console versions are not
supported. See Game versions.
I only have the PC discs. Can I install them on a Mac?
Yes, without Windows: tools/install_from_discs.py unpacks the disc images
into a game folder. See Installing from the PC discs on a
Mac.
Does it work on Intel Macs? No. Only Apple Silicon is targeted and tested.
What does not work yet? Videos are skipped, there is no gamepad or wheel support and no online play. See Known limitations.
How is this different from other NFSU2 projects?
| Project | Approach | Platforms |
|---|---|---|
| NFSU2Recomp (this) | Recompiles the PC executable with its own x86 → C lifter; own Direct3D 9 → Metal renderer | macOS (Apple Silicon) |
| OpenUG2 | Reimplements the engine from scratch and reads the game's data files; does not run the original code | Linux, macOS, Windows |
| nfsu2-recompiled | Recompiles the PC executable with pcrecomp; Direct3D 9 through DXVK | Windows, Android |
| nfsu2-sw | Recompiles the original Xbox version with xboxrecomp | Nintendo Switch, Linux |
Static recompilation of x86 is not new, and this is not the first project to do it:
- M-HT/SR statically recompiles DOS and Windows game executables (Septerra Core, Battle Isle 3 and others) at assembly level, for targets including macOS arm64.
- sp00nznet/xboxrecomp lifts original Xbox (x86) games to C with a Python + Capstone pipeline very similar to this one.
- N64: Recompiled and XenonRecomp established the approach for MIPS and PowerPC consoles, and are where the method here comes from.
- McSema, rev.ng, RetDec and BinRec are IR-based binary lifters from the research side.
What this project adds is narrower: recovering a relocation table whose directory entry was zeroed and using it to separate pointers from constants; a differential instruction fuzzer that uses Rosetta 2 as the oracle; a hybrid interpreter for x86 code the game generates at run time; and an end-to-end, playable Win32 + Direct3D 9 → macOS ARM64 + Metal port of a 23,000-function 3D game.
PROJECT.md— chronological engineering log: findings, bugs and root causes, measurements.D3DX_HLE.md— high-level emulation of the D3DX effect framework.GRAPHICS_RESEARCH.md— graphics research and the HD build.LIFTER_EFFICIENCY.md— lifter efficiency work and measurements.WINE_COMPARISON.md— comparison against Wine.LITERATURE.md— related work.screenshots/report/nfsu2-report.html— illustrated project report.
Development was carried out with an AI coding assistant (Claude Code) under the direction of the project owner. Goals, constraints and priorities, observations from playing the game, Windows reference material and direction decisions came from the project owner; implementation, measurement and debugging were done together with the assistant.
Copyright (c) 2026 Talha Müderrisoğlu. All rights reserved.
This repository is not open source. You may download, build, run and
modify it for your own personal, non-commercial use with your own copy of the
game. Publishing, distributing or sharing it — or any modified version, port,
fork or build of it — and any commercial use require prior written
permission. See LICENSE.
Permission: to publish, share or build on this code, ask first by opening an issue in this repository.
This project is not affiliated with or endorsed by Electronic Arts. Need for Speed and Need for Speed: Underground 2 are trademarks of Electronic Arts Inc. The repository contains none of the game's code or data. Screenshots show the game running through this port and are included for documentation; the game content in them belongs to its owners.

