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v0.1.0 - playable on Linux, first Windows binary

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@abilliontokens abilliontokens released this 19 Oct 23:59

An unofficial native PC port of the original Xbox release of The Sims: Bustin' Out (USA), produced by statically recompiling the game's x86 XBE with the XboxXBERecomp SDK. Linux is a native Vulkan + SDL3 build — no Wine. Windows uses Direct3D 12 and XAudio2.

You must supply your own legally acquired copy of the disc. Put the extracted disc files (including default.xbe) or the .iso into assets/. Nothing here ships game data.

What works

Boots → intro movies → title → main menu → save select → name entry → Create-a-Sim → a loaded, playable household at ~2176 draws/frame, 0 skipped, 0 dropped. Audio plays. Game speed is measured at 1.000 game-seconds per real second at 60, 144 and uncapped fps.

aspect_ratio = "auto" presents the aspect the title is actually projecting — 16:9 on any output 3:2 or wider, 4:3 on a narrower one — so a 16:9 display fills edge to edge with no black bars.

In-game F1 opens settings (resolution, aspect, vsync, fps cap, HDR), F2 a performance panel; both apply live.

Downloads

File Platform Needs
SimsBustinOut-linux-x64.tar.zst Linux x86-64 Vulkan driver. glslang/SPIRV-Tools travel in lib/.
SimsBustinOut-win64.zip Windows x86-64 VC++ 2015–2022 redistributable, D3D12 GPU.

Honest status of the Windows binary

The Windows target had never been compiled until this release. It is cross-compiled on Linux with clang-cl + lld-link against an xwin MSVC 14.44 / Windows SDK 10.0.26100 cache, and it has never run on real Windows.

What was actually observed, under Wine 11.20: D3D12 comes up through vkd3d, XAudio2 initialises, both intro movies play at 60 fps with audio, and it reaches Create-a-Sim with the 3-D Sim drawn — zero shader compile failures, zero skipped draws. That is the whole of the evidence. Please report what happens on real hardware.

Cross-compiling found one genuine renderer defect that affects everyone: the shader prelude spelled infinity as the fxc extension 1.#INF, which vkd3d-shader rejects outright, failing every guest vertex program. It is now asfloat(0x7F800000), proven equivalent three ways (fxc bytecode byte-identical, glslang SPIR-V byte-identical, DXC SPIR-V identical but for constant ordering).

Known gaps

  • Ultrawide: a display wider than 16:9 gets the 16:9 picture pillarboxed. True Hor+ widening is written but gated off behind SIMSBO_HORPLUS and is not safe to enable — docs/ultrawide.md lists precisely what is still wrong with it, including the household camera missing from the projection gate.
  • No controller has ever been plugged into the test machine. Keyboard-as-pad is screenshot-proven; the gamepad path is unexercised.
  • Saving and reloading through visible play is unproven.
  • Districts, jobs and minigames are unexplored.

Full, evidence-cited state: docs/status.md.