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Releases: andrewnakas/gtav-recomp

v0.3.0: Windows, Linux, Mac, iPhone and Android

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@andrewnakas andrewnakas released this 02 Nov 16:40

Play GTA V on Windows, Linux, Mac, iPhone and Android, from your own Xbox 360 copy.

GTA V for Xbox 360 (Title Update 27), recompiled into native code with a new renderer. You download one package for your computer. That same package installs the game on the computer and also builds the iPhone and Android apps, so there are no separate phone downloads.

No game is included. No Rockstar Games or Microsoft code, data or shaders are in any download. You bring your own Xbox 360 discs, and everything made from them is made on your own computer.

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work:

  • the game folder (data/), the recompiled game library (gtav_game.*) and the generated C++;
  • the translated shaders;
  • the GTAV.ipa and the Android pack made by Build for iPhone / Build for Android.

Don't upload them, send them to friends, post links, or put them in a fork or release. This also applies to discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases, and run the taint scan before you publish anything.


Before you start: what you need

  1. Your own GTA V for Xbox 360:

    • Disc 1 (Install) and Disc 2 (Play), as ISO images or extracted folders.
    • Title Update 27: the file tu00000009_00000000 from your console. Only TU27 works.
    • Setup checks every file against known-good hashes and tells you if a dump is damaged.
  2. A computer (needed even if you only want to play on a phone; it does the one-time recompile):

    Windows Linux macOS
    System Windows 10 / 11, 64-bit x86-64; glibc 2.35 + GCC 13 libstdc++ (Ubuntu 24.04, Debian 13, Fedora 39, Arch…) macOS 15 or newer
    CPU AVX2 (Intel Haswell / AMD Zen or newer) AVX2 Apple silicon (M1 or newer)
    Graphics Vulkan driver Vulkan driver built in

    You also need 8 GB RAM and about 25 GB free during setup (17 GB afterwards). A controller is recommended (Xbox or PlayStation). The keyboard works on Mac and Linux.

Step 1: download for your computer

Your computer Download
Windows gtav-recomp-windows-x64.zip (below, under Assets)
Linux gtav-recomp-linux-x64.tar.gz
Mac gtav-recomp-macos-arm64.zip

Want to play only on iPhone or Android? Still download the package for your computer: it builds the phone app (Step 3).

Step 2: install and play on your computer

Setup takes 15-30 minutes, once. It copies and checks your discs, recompiles the game for your machine with the included compiler, and checks the result against the reference build.

🪟 Windows

  1. Unzip gtav-recomp-windows-x64.zip to a drive with 25 GB free.
  2. Run gtav_launcher.exe. If SmartScreen appears, click More info → Run anyway.
  3. Choose Disc 1, Disc 2 and the title update, press Install, then Play.

Nothing else to install: the Visual C++ runtime is included. Later, gtav_launcher.exe starts the game directly. Hold Shift while starting it to get the setup window back.

🐧 Linux

  1. tar xf gtav-recomp-linux-x64.tar.gz
  2. Run ./gtav_launcher (or double-click it), choose Disc 1, Disc 2 and the title update, press Install, then Play.
    • Without a desktop session, run setup in the terminal: ./gtav_launcher --setup "Disc 1.iso" "Disc 2.iso" tu00000009_00000000
  3. Setup adds GTA V recomp to your applications menu.

./gtav_launcher --setup brings the setup window back.

🍎 Mac

  1. Unzip gtav-recomp-macos-arm64.zip and move GTAV.app to Applications.
  2. Open it once. The app isn't notarized, so then go to System Settings → Privacy & Security → Open Anyway. Or run xattr -dr com.apple.quarantine /Applications/GTAV.app.
  3. Choose Disc 1, Disc 2, the title update and a game folder, press Install, then Play.

Hold Option while opening the app to get the setup window back. In game, Esc opens the settings.

Step 3 (optional): build the phone app

Do this on the computer where you installed the game.

  1. Play on the computer for a while first: drive around and go inside some buildings. The phone gets the shaders your computer has already seen.
  2. Open the setup window:
    • Windows: hold Shift while starting gtav_launcher.exe.
    • Mac: hold Option while opening the app.
    • Linux: run ./gtav_launcher --setup.
  3. Press Build for iPhone or Build for Android. It takes about 15-25 minutes. The result is in your game folder:
    • iPhone: iphone/GTAV.ipa
    • Android: android/GTAV.apk and android/gtav-android-pack.zip

📱 iPhone (iPhone 12 or newer, iOS 17+, about 17 GB free)

  1. Install GTAV.ipa with Sideloadly (Windows or Mac) or AltStore, signing with your Apple ID. A free Apple ID works, but you have to re-sign every 7 days. Your game files stay when you do.
  2. Copy your Disc 1 ISO, Disc 2 ISO and tu00000009_00000000 into GTA V's folder on the phone. Any of these works:
    • Mac: Finder → your iPhone → Files → GTA V.
    • Windows: the Apple Devices app (or iTunes) → File Sharing.
    • iPhone: the Files app.
    • Or keep the files on a USB drive plugged into the phone.
  3. Open GTA V. Its setup screen finds the files and copies and checks about 16 GB, which takes a few minutes. Then the game starts.

Touch controls appear on screen. A Bluetooth controller hides them.

🤖 Android (recent Snapdragon phone, about 40 GB free during setup)

  1. Copy GTAV.apk, gtav-android-pack.zip, your Disc 1 ISO, Disc 2 ISO and tu00000009_00000000 to the phone, for example into Download.
  2. Install GTAV.apk (allow installing apps from that source).
  3. Open GTA V, choose the pack and the three disc files, and press Install. It copies and checks about 16 GB, then starts. You can delete the ISOs and the pack afterwards.

Objects missing on the phone? Copy the phone's shader_cache folder back into your game folder as iphone/shader_cache or android/shader_cache. Then press Build again and reinstall. The README has the details.


Performance (measured during development)

Device Typical
Apple M1 Mac ~45-60 fps in the open world
iPhone 13 mini ~30 fps in the city and the prologue, ~20 fps in the heaviest scenes; slower when hot
Galaxy S23 FE ~28-29 fps when cool, 14-17 fps when throttled

Phones stutter the first time each new effect appears and then remember it, so later sessions get smoother.

What's new in 0.3.0

  • One release for every computer: every package (Windows, Linux, macOS) has Build for iPhone and Build for Android.
  • Windows: the Visual C++ runtime is included, so there's nothing extra to install.
  • iPhone: new release.
    • On-phone setup screen that installs the game from your discs; touch controls; 75% render scale.
    • Fewer frame drops: failed shader pipelines are retried, the game no longer waits for shaders a phone can never compile, and held frames have a time limit.
    • Memory budgets to avoid being closed by iOS.
    • Fixed a crash when iOS refused the audio session.
  • Android: app 0.3.0 with the same renderer fixes. It installs over 0.2 and keeps your save.
  • README rewritten from scratch.

Problems?

  • "Files differ from a known good dump": the ISO or TU is damaged, modified or not TU27. Dump it again.
  • Missing objects right after starting: shaders are being translated. On a computer this fixes itself within minutes. On a phone, use the shader_cache round trip above.
  • iPhone app closes on its own: it ran out of memory. Close other apps or restart the phone.
  • Logs are in data/logs (on phones: the app's logs folder). Please attach them to an issue.

The full guide is in the README, with requirements, building from source and troubleshooting. Each package also has a README.txt.


Checks, file hashes and source

All three packages were built from commit 710cf60 and tested from the unpacked download on an installed game.

  • Windows:
    • Build for iPhone and Build for Android: 811/811 generated files matched the reference, 3,617 shaders, 0 failed.
    • The Windows-made ipa plays on an iPhone 13 mini and the pack on a Galaxy S23 FE.
    • Taint scan PASS.
  • Linux:
    • --android: 811/811, 3,617 shaders, 0 failed, 156 MB pack.
    • --iphone: 811/811, 3,617 shaders, 0 failed, 198 MB ipa.
    • A pack made for this APK reached the open world on the S23 FE.
    • Taint scan: benign matches only (listed below).
  • macOS:
    • Build for iPhone and Build for Android: 811/811, 3,604 shaders, 0 failed.
    • Taint scan PASS.
  • Phones:
    • The 0.3.0 APK installed over 0.2 (keeping the save) and booted into the open world on the S23 FE.
    • The iPhone app was played through the prologue on an iPhone 13 mini, including a build signed like a free Apple ID's.
  • Same phone files in every package:
    • android/GTAV.apk is 79c4fafb… in all three.
    • The iPhone shell's gtav is 12749dbf… in Windows and Linux.
    • The Mac package's copy is ad-hoc signed (macOS requires that inside an app) and otherwise byte-identical: with the signature removed it hashes to 12749dbf….

What the downloads contain: our launcher, runtime and renderer, the codegen tool, LLVM clang/lld, the shader tools (XenosRecomp, dxc), phone app shells and reference hash...

Read more

v0.2.1 Linux + Android + iPhone (bring your own game)

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@andrewnakas andrewnakas released this 02 Nov 06:13

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work: the game folder, the recompiled game library, the generated C++, the translated shaders, and any ipa or Android pack made from your game. Don't upload them, send them or link them, and don't put them in a fork or release. The same goes for discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases. The current release is v0.3.0.

GTA V (Xbox 360, TU27) recompilation for Linux, now with iPhone next to Android. No game is included. This package, the Android app and the iPhone app shell hold no Rockstar Games or Microsoft game code, data or shaders. You need your own copy of the game.

What's new in v0.2.1

  • Build for iPhone on Linux. The package now has the ios/ folder: the iOS app shell (no game code) from the v0.2.0 macOS release, with the interface lists and headers it links against. After setting the game up here, press Build for iPhone in the setup window (or run ./gtav_launcher --iphone). Your PC recompiles your game for the iPhone with the bundled clang and lld (no Apple SDK or Mac needed), translates its shaders and writes iphone/GTAV.ipa, in about 15-20 minutes. Install it with a sideloading tool (for example AltServer-Linux with AltStore, or Sideloadly on a Windows PC or Mac), put your two disc images and the title update on the phone, open the app and press Install. Steps in README.txt.
  • Everything else is byte for byte the same as v0.2.0-linux: the launcher, the runtime, the Android app and the reference hashes. If you already set up v0.2.0, copy this package's ios/ folder into your v0.2.0 folder and press Build for iPhone. Your game files stay.

iPhone: what you need and known issues

  • An iPhone 12 or newer (A14) with iOS 17 or newer. Played on an A15 iPhone: the prologue runs without slowdowns. The A14 is the build target but has not been tested
  • A free Apple ID works, but the app must be re-signed every 7 days
  • About 17 GB free on the phone for the game files
  • The app comes unsigned; your sideloading tool signs it
  • Missing objects on the phone: copy the phone's GTA V > shader_cache folder to iphone/shader_cache here, press Build for iPhone again (a few minutes) and reinstall GTAV.ipa. The game files stay
  • If your data/shader_cache holds files other than ps_* / vs_* shaders (only dev builds write them), the shader count reports them as failed. That's harmless

Android: what you need and known issues (unchanged from v0.2.0)

  • A recent Snapdragon phone with Android 11 or newer (tested: Galaxy S23 FE, Snapdragon 8 Gen 1) and about 40 GB free during setup (about 17 GB afterwards)
  • A controller is recommended; the touch controls are basic
  • About 20-28 fps, lower once the phone gets hot
  • Known issue: some cutscenes in the prologue play without their centre channel, so lines of dialogue are missing
  • The app is signed with a development key. A newer APK needs a pack built by the same release (the app tells you)
  • To choose a newer pack later, long-press the app icon and pick Run setup again

What you need (PC)

  • Your own GTA V Xbox 360 discs: Disc 1 (Install) and Disc 2 (Play), as ISO images or extracted folders
  • Title Update 27 from your own console (tu00000009_00000000, or a folder with disc002/default.xexp + update.rpf)
  • 64-bit Linux with glibc 2.35 and GCC 13's libstdc++ (GLIBCXX_3.4.32) or newer: Ubuntu 24.04, Debian 13, Fedora 39, Arch, openSUSE Tumbleweed or newer
  • An AVX2 CPU, a GPU with current Vulkan drivers (libvulkan.so.1), an X11 or Wayland desktop, a controller (SDL)
  • About 25 GB free during setup (about 17 GB afterwards, plus about 1 GB for each phone build), 8 GB RAM or more

How it works

tar xf gtav-recomp-linux-x64.tar.gz
cd gtav-recomp-linux-x64
./gtav_launcher

In the setup window choose your discs and the title update and press Install. The launcher copies your files and checks each one against known-good hashes, recompiles your game executable to C++ and checks the C++ against reference hashes (811 files), then compiles it with the bundled LLVM. Then press Play. Terminal setup: ./gtav_launcher --setup "/path/Disc 1.iso" "/path/Disc 2.iso" /path/tu00000009_00000000.

Everything made from your files stays in the folder (data/, gtav_game.so, android/gtav-android-pack.zip, iphone/GTAV.ipa). Don't share it. android/GTAV.apk and ios/ as downloaded hold no game and are fine to share.

Checks

  • Build for iPhone from this tarball, unpacked, on an installed game: all 811 generated files matched the reference, 406 files compiled for arm64 iOS and linked with the bundled ld.lld into gtav_game.dylib, 3,617 shaders translated with 0 failures, and iphone/GTAV.ipa was written (198 MB). This is the first time the iPhone step has run on Linux. The .ipa the owner played came from the macOS package, which uses the same ios/ shell; a Linux-built .ipa has not been sideloaded yet.
  • The iOS shell: no recompiled game function defined in any of its binaries, no build-machine paths; its interface lists and headers are byte-identical to those the macOS build of the iPhone game library was link-checked against (all 3,238 imports resolve).
  • Taint scan of the whole package (ios/ included) against the game executable, title update, update.rpf, the game's shaders, the generated code, and the desktop, Android and iPhone game libraries built by this package: the only matches longer than boilerplate are symbol-name tables, not game content: in ios/GTAV.app/gtav, a 61 KB run of the 2,909 hook names (___imp__sub_823F30F0, ...) that the shell exports and the iPhone game library you build imports by name (the same names as interface/gtav_game.exports, shipped in android/interface/ since v0.2.0; they are Xbox function addresses, not code); and the kernel import names (__imp__NetDll_connect, ...): 176 bytes in librexruntime.so as in v0.2.0, 240 bytes in ios/GTAV.app/librexruntime.dylib. No other match over 112 bytes.
  • Desktop and Android: the v0.2.0 checks apply unchanged (same files): full unattended install from the tarball in about 31 minutes, the game reached the world with no shader failures; Build for Android, then the phone reached the open world on a Galaxy S23 FE.

License: GPL-3.0-or-later; bundled components keep their own licenses (LICENSES/, android/LICENSES/, ios/LICENSES/). Not affiliated with Rockstar Games, Take-Two Interactive or Microsoft.

Source

gtav-recomp-src-v0.2.1-linux.tar.xz is the complete corresponding source of everything in the package under the GPL or LGPL: this repo at the tag, plus ReXGlue SDK v0.10.0, XenosRecomp and plume at the exact commits used, with all their submodules (FFmpeg included) and our patches. The iOS shell was built from tag v0.2.0-macos (36cc9b2); its source is that release's source archive.

SHA-256

  • gtav-recomp-linux-x64.tar.gz: 4adbcd28b38e6d066297fa0390ec1b403f9d9203fe1ee28f6fa6c0564e46f84b
  • gtav-recomp-src-v0.2.1-linux.tar.xz: 1c7af3e04aff70ea20d88b7f7ffb96962656c00767ec201bae11216178029cc6
  • GTAV.apk: ea7d46217df5890b8c73a7a8787d743b618193b3f83412ec4314e18b6fa960cd

v0.2.0 macOS + iPhone (bring your own game)

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@andrewnakas andrewnakas released this 02 Nov 06:12

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work: the game folder, the recompiled game library, the generated C++, the translated shaders, and any ipa or Android pack made from your game. Don't upload them, send them or link them, and don't put them in a fork or release. The same goes for discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases. The current release is v0.3.0.

macOS release 0.2.0 of the GTA V (Xbox 360, TU27) recompilation, now with iPhone (and Android) support built from your Mac. No game is included. This package holds no Rockstar Games or Microsoft game code, data or shaders. You need your own copy of the game.

New: GTA V on iPhone (experimental)

iOS cannot compile code or translate shaders, so your Mac does it once from your installed game, and the phone then installs the game files from your own discs.

  1. Set up and play the game on the Mac for a while (the phone gets the shaders the Mac has seen).
  2. Hold Option while opening GTAV.app and press Build for iPhone (about 15-25 minutes). Finder shows iphone/GTAV.ipa in your game folder.
  3. Install GTAV.ipa with Sideloadly or AltStore using your own Apple ID (a free Apple ID works; it must be re-signed every 7 days).
  4. Put your Disc 1 ISO, Disc 2 ISO and the TU file (tu00000009_00000000) in GTA V's folder on the phone (Finder > your iPhone > Files, or the Files app), or on a USB drive plugged into the phone.
  5. Open GTA V on the phone: its setup screen finds the files, copies and checks about 16 GB (a couple of minutes), offers to delete the disc images and starts the game. On-screen touch controls; a Bluetooth controller works too.

Requirements: iPhone 12 or newer (A14+), iOS 17+, about 17 GB free (plus the disc images while installing if you copy them to the phone). Tested on an iPhone 13 mini: ~30 fps in the city and through the prologue, ~20 fps in the heaviest scenes; the phone throttles when hot. Rendered at 75% of 720p. Objects missing on the phone? Copy the phone's GTA V/shader_cache folder to <game folder>/iphone/shader_cache, press Build for iPhone again (a few minutes) and reinstall the ipa; your game files stay.

Also new: Build for Android

Build for Android makes android/gtav-android-pack.zip (your game code for the phone + shaders) and puts GTAV.apk (no game inside) next to it. Copy both and your disc files to the phone, install the APK, open it and choose the files. Same Android package as v0.2.0-linux.

Mac

Unchanged from 0.1.0 except the version and the renderer fixes below. Unzip, move GTAV.app to Applications, open it (not notarized: System Settings > Privacy & Security > Open Anyway, or xattr -dr com.apple.quarantine /Applications/GTAV.app), pick your discs and TU, press Install, then Play. Full instructions: README.txt.

Renderer fixes in this release (all platforms that use it): a pipeline whose compile failed is retried instead of freezing frames; shaders a phone can never compile no longer freeze the picture; the lost-frame hold now runs out properly; memory budgets for the vertex/index cache.

Checks

  • Build for iPhone from this exact package (unzipped, fresh game folder, M1 8 GB): generated code 811/811 matched the reference build, 406 files compiled in 311 s, 3,604 shaders translated with 0 failures, GTAV.ipa 198 MB; that ipa installed with free-Apple-ID signing runs on an iPhone 13 mini. The same flow from the Linux package also passed (Linux session).
  • Build for Android from this package: 811/811, 406 files in 240 s, 3,604 shaders, 0 failures, pack 148 MB.
  • On-phone setup from the two disc ISOs + TU27: 15.3 GB copied and every file matched the known-good hashes.
  • Taint scan of the whole package (including the iPhone shell and the Android folder) against the game executable, title update, update.rpf, the generated code and every shader the release translated for Mac, iPhone and Android: PASS, 0 failing.

Everything made from your files stays in your game folder and on your phone. Don't share it.

License: GPL-3.0-or-later; bundled components keep their own licenses (LICENSES/). Not affiliated with Rockstar Games, Take-Two Interactive, Microsoft or Apple.

Source

gtav-recomp-src-v0.2.0-macos.tar.xz is the complete corresponding source of everything in the package under the GPL or LGPL: this repo at the tag, plus ReXGlue SDK v0.10.0, XenosRecomp and plume at the exact commits used, with all their submodules (FFmpeg included) and our patches.

SHA-256

  • gtav-recomp-macos-arm64.zip: 0355f77fd7731313795bd9a873fe60578c71c6946f4d16842d3ca76cd1e420e8
  • gtav-recomp-src-v0.2.0-macos.tar.xz: 8822d1c02a3703700d59b79d09e3f9afa78c69180b2c018496404caefa191189

v0.2.0 Linux + Android (bring your own game)

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@andrewnakas andrewnakas released this 02 Nov 06:11

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work: the game folder, the recompiled game library, the generated C++, the translated shaders, and any ipa or Android pack made from your game. Don't upload them, send them or link them, and don't put them in a fork or release. The same goes for discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases. The current release is v0.3.0.

Third Linux release of the GTA V (Xbox 360, TU27) recompilation, and the first with Android. No game is included. This package and the Android app hold no Rockstar Games or Microsoft game code, data or shaders. You need your own copy of the game.

What's new in v0.2.0

  • Android (experimental). GTAV.apk is also attached below on its own (the same file as android/GTAV.apk in the package). After setting the game up on your PC, press Build for Android in the setup window (or run ./gtav_launcher --android). Your PC recompiles your game for the phone (about 15-30 minutes) and writes android/gtav-android-pack.zip. Install android/GTAV.apk on the phone, copy the pack, your two disc images and the title update to it, choose them in the app and press Install: it copies and checks about 16 GB, then starts the game. The APK itself contains no game code: it only runs the game library your own PC built from your own discs. Steps in README.txt.
  • Memory barriers on ARM. The recompiler used to drop the PowerPC sync / lwsync / eieio instructions (harmless on x86, whose memory ordering hides it). On ARM a lock released by the game could become visible before the data written under it; this is the likely cause of an occasional crash on the phone. They are now real barriers (on x86 only sync emits an instruction). The generated code changes in 124 of the 811 files, so the reference hashes are new.
  • Merged runtime work from the macOS port: the timer thread waits instead of spinning, colour clears are drawn in-pass, one fence-copy arena per frame, a separate lock for incoming copies.
  • The audio health line in the log now shows the level of each 5.1 channel.

Android: what you need and known issues

  • A recent Snapdragon phone with Android 11 or newer (tested: Galaxy S23 FE, Snapdragon 8 Gen 1) and about 40 GB free during setup (about 17 GB afterwards)
  • A controller is recommended; the touch controls are basic
  • About 20-28 fps, lower once the phone gets hot
  • Known issue: some cutscenes in the prologue play without their centre channel, so lines of dialogue are missing
  • The app is signed with a development key. A newer APK needs a pack built by the same release (the app tells you)
  • To choose a newer pack later (for example after copying the phone's shader_cache back to the PC and building again), long-press the app icon and pick Run setup again

What you need (PC)

  • Your own GTA V Xbox 360 discs: Disc 1 (Install) and Disc 2 (Play), as ISO images or extracted folders
  • Title Update 27 from your own console (tu00000009_00000000, or a folder with disc002/default.xexp + update.rpf)
  • 64-bit Linux with glibc 2.35 and GCC 13's libstdc++ (GLIBCXX_3.4.32) or newer: Ubuntu 24.04, Debian 13, Fedora 39, Arch, openSUSE Tumbleweed or newer
  • An AVX2 CPU, a GPU with current Vulkan drivers (libvulkan.so.1), an X11 or Wayland desktop, a controller (SDL)
  • About 25 GB free during setup (about 17 GB afterwards, plus about 1 GB for the Android build), 8 GB RAM or more

How it works

tar xf gtav-recomp-linux-x64.tar.gz
cd gtav-recomp-linux-x64
./gtav_launcher

In the setup window choose your discs and the title update and press Install. The launcher copies your files and checks each one against known-good hashes, recompiles your game executable to C++ and checks the C++ against reference hashes (811 files), then compiles it with the bundled LLVM. Then press Play. Terminal setup: ./gtav_launcher --setup "/path/Disc 1.iso" "/path/Disc 2.iso" /path/tu00000009_00000000.

Everything made from your files stays in the folder (data/, gtav_game.so, android/gtav-android-pack.zip). Don't share it. android/GTAV.apk as downloaded holds no game and is fine to share.

Checks

  • Full unattended install from the release tarball (both disc ISOs + TU27) in about 31 minutes on 4 compile jobs: all files matched, the generated code matched the reference build (811 files), and the game reached the world with no shader failures.
  • Build for Android from that install (21 minutes on 4 jobs, 3617 shaders, 0 failed), then the phone setup screen with that pack: the game started and reached the open world on a Galaxy S23 FE. The phone's disc install (both ISOs + TU27 picked from Download) checked every file in about 2 minutes; the first two prologue missions were played on a build from earlier the same day (before the barrier change).
  • Taint scan of the package (APK included) against the game executable, title update, update.rpf, the game's shaders (translated and compiled), the generated code, and the desktop and phone game libraries built by this package. The only match longer than boilerplate is a 176-byte run of kernel import names (__imp__NetDll_connect, __imp__NetDll_recv, ...) in librexruntime.so: the runtime exports those functions and the game library you build imports them by name. No other match over 112 bytes.

License: GPL-3.0-or-later; bundled components keep their own licenses (LICENSES/). Not affiliated with Rockstar Games, Take-Two Interactive or Microsoft.

Source

gtav-recomp-src-v0.2.0-linux.tar.xz is the complete corresponding source of everything in the package under the GPL or LGPL: this repo at the tag, plus ReXGlue SDK v0.10.0, XenosRecomp and plume at the exact commits used, with all their submodules (FFmpeg included) and our patches. The Android app's source is in tools/android/ and gtav/src/ of this repo.

SHA-256

  • gtav-recomp-linux-x64.tar.gz: c24593eb36ab5fc41c3d72d742977b3e1ca15ec978826aea1ecc14d4b1a89072
  • gtav-recomp-src-v0.2.0-linux.tar.xz: 94d4fc912f661648f6c42fd22883f2d692a43ebebfffc057d2d0ade324475616
  • GTAV.apk: ea7d46217df5890b8c73a7a8787d743b618193b3f83412ec4314e18b6fa960cd

v0.1.1 Linux (bring your own game)

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@andrewnakas andrewnakas released this 02 Nov 06:10

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work: the game folder, the recompiled game library, the generated C++, the translated shaders, and any ipa or Android pack made from your game. Don't upload them, send them or link them, and don't put them in a fork or release. The same goes for discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases. The current release is v0.3.0.

Second Linux release of the GTA V (Xbox 360, TU27) recompilation. No game is included. This package holds no Rockstar Games or Microsoft game code, data or shaders. You need your own copy of the game.

What's new in v0.1.1

  • Setup window. Setup is now a window you click through, like the Windows and macOS releases: pick Disc 1, Disc 2 and Title Update 27 (file or folder pickers), press Install, watch the progress and log, then press Play. Setup adds "GTA V recomp" to your applications menu (with a "Run setup again" action). The window uses GTK 3, loaded at run time: without GTK or a desktop (or with --cli), the same setup runs in the terminal as before.
  • Rendering: new render targets start zeroed (no leftover memory shows through where the game never draws).
  • The pipeline warm-up cache no longer records pipelines made while their pixel shader was still translating (the "grey world" seen after a first run on macOS; old caches are dropped automatically).
  • Audio decoders are opened ahead on a background thread instead of on the game's audio thread for every new sound.

What you need

  • Your own GTA V Xbox 360 discs: Disc 1 (Install) and Disc 2 (Play), as ISO images or extracted folders
  • Title Update 27 from your own console (tu00000009_00000000, or a folder with disc002/default.xexp + update.rpf)
  • 64-bit Linux with glibc 2.35 and GCC 13's libstdc++ (GLIBCXX_3.4.32) or newer: Ubuntu 24.04, Debian 13, Fedora 39, Arch, openSUSE Tumbleweed or newer (Ubuntu 22.04 works with libstdc++6 from the ubuntu-toolchain-r/test PPA; Debian 12 is too old)
  • An AVX2 CPU, a GPU with current Vulkan drivers (libvulkan.so.1), an X11 or Wayland desktop, a controller (SDL)
  • About 25 GB free during setup (about 17 GB afterwards) on a Linux filesystem or exFAT, 8 GB RAM or more

How it works

tar xf gtav-recomp-linux-x64.tar.gz
cd gtav-recomp-linux-x64
./gtav_launcher

(or double-click gtav_launcher; in GNOME Files right-click it and choose "Run as a Program"). In the setup window choose your discs and the title update and press Install. The launcher:

  1. Copies your files and checks each one against known-good hashes.
  2. Recompiles your game executable to C++ and checks the C++ against reference hashes (the same 811 files as the Windows and macOS builds), so every player gets the same build.
  3. Compiles it into gtav_game.so with the bundled LLVM. This takes about 15-30 minutes in total.

Then press Play. Later runs: the menu entry or ./gtav_launcher. Terminal setup still works: ./gtav_launcher --setup "/path/Disc 1.iso" "/path/Disc 2.iso" /path/tu00000009_00000000. Game options go after -- (e.g. ./gtav_launcher -- --vulkan_device=1 for a dedicated GPU). On a new profile the game waits on its first screens until you press A. Game shaders are translated in the background during the first minutes of play. Esc in game opens the settings menu.

Everything made from your files stays in the folder. Don't share it.

Checks

  • Full unattended install from the release tarball (both disc ISOs + TU27) in 19.7 minutes: all files matched, the generated code matched the reference build, and the game reached the world with 0 shader failures (3600 shaders translated from scratch), no dropped frames.
  • The setup window: a full install through it on Ubuntu (GNOME, Wayland) into a fresh folder, then Play into the game.
  • Portability: built in the Ubuntu 22.04 container (same floor as v0.1.0); the launcher needs only glibc.
  • Taint scan of the package against the game executable, title update, update.rpf, all game shaders (dumped, translated, compiled) and the generated code: PASS, 0 failing.

License: GPL-3.0-or-later; bundled components keep their own licenses (LICENSES/). Not affiliated with Rockstar Games, Take-Two Interactive or Microsoft.

Source

gtav-recomp-src-v0.1.1-linux.tar.xz is the complete corresponding source of everything in the package under the GPL or LGPL: this repo at the tag, plus ReXGlue SDK v0.10.0, XenosRecomp and plume at the exact commits used, with all their submodules (FFmpeg included) and our patches. FFmpeg (LGPL-2.1+, no GPL parts) is linked statically into librexruntime.so. SOURCE.txt in the archive explains how to rebuild with a modified FFmpeg.

SHA-256

  • gtav-recomp-linux-x64.tar.gz: 64068ae3f2ca443c8068fe702a0ca1c433a44051ee9f0c3a82cb4aaa1cabb9a0
  • gtav-recomp-src-v0.1.1-linux.tar.xz: 6a9ec3d6200d83744fe9b8050cfc1cfd400f8d3db73f8f00afd8636cf40d7cba

v0.1.0 macOS (bring your own game)

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@andrewnakas andrewnakas released this 02 Nov 06:09

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work: the game folder, the recompiled game library, the generated C++, the translated shaders, and any ipa or Android pack made from your game. Don't upload them, send them or link them, and don't put them in a fork or release. The same goes for discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases. The current release is v0.3.0.

First macOS release of the GTA V (Xbox 360, TU27) recompilation, for Apple silicon Macs. No game is included. This package holds no Rockstar Games or Microsoft game code, data or shaders. You need your own copy of the game.

What you need

  • Your own GTA V Xbox 360 discs: Disc 1 (Install) and Disc 2 (Play), as ISO images or extracted folders
  • Title Update 27 from your own console (tu00000009_00000000, or a folder with disc002/default.xexp + update.rpf)
  • A Mac with Apple silicon (M1 or newer) and macOS 15 (Sequoia) or newer. Nothing else to install: the compiler is inside the app
  • About 25 GB free during setup (about 17 GB afterwards) on a normal (case-insensitive) volume, 8 GB RAM or more
  • A controller (SDL), or the keyboard (Space = A, Backspace = B, Return = Start, WASD / arrows = sticks)

How it works

  1. Unzip and move GTAV.app to Applications. The app is signed ad hoc, not notarized: open it once, then System Settings > Privacy & Security > Open Anyway (or run xattr -dr com.apple.quarantine /Applications/GTAV.app).
  2. Open GTAV.app, pick Disc 1, Disc 2 and the title update with Choose..., and a game folder (default ~/Library/Application Support/GTAV Recomp). Press Install. The app:
    1. Copies your files and checks each one against known-good hashes.
    2. Recompiles your game executable to C++ and checks the C++ against reference hashes (the same 811 files as the Windows and Linux builds), so every player gets the same build.
    3. Compiles it into gtav_game.dylib with the bundled LLVM. About 15-40 minutes in total.
  3. Press Play.

Later runs: opening GTAV.app starts the game directly; hold Option while opening it to get the setup window again. Game shaders are translated in the background during the first minutes of play (some objects are missing until theirs is ready). Esc in game opens the settings menu. Logs: <game folder>/data/logs.

Everything made from your files stays in the game folder. Don't share it.

Checks

  • Full unattended install from the packaged app (both disc ISOs + TU27) on an 8 GB M1 Mac: all files matched, the generated code matched the reference build, 406 files compiled in 4.5 minutes, ~14 minutes in all; the installed game reached the world with 0 shader failures (3618 shaders translated from scratch). A second install through the setup window gave the same result.
  • Taint scan of the package against the game executable, title update, update.rpf, the game shaders the release translated and the generated code: PASS, 0 failing.

This release also fixes a renderer bug on every platform: pipelines created while a shader was still being translated were saved to the warm-up cache without their pixel shader, so after a first session the lit world could draw flat grey. Old caches are discarded automatically.

License: GPL-3.0-or-later; bundled components keep their own licenses (LICENSES/). Not affiliated with Rockstar Games, Take-Two Interactive, Microsoft or Apple.

Source

gtav-recomp-src-v0.1.0-macos.tar.xz is the complete corresponding source of everything in the package under the GPL or LGPL: this repo at the tag, plus ReXGlue SDK v0.10.0, XenosRecomp and plume at the exact commits used, with all their submodules (FFmpeg included) and our patches. FFmpeg (LGPL-2.1+, no GPL parts) is linked statically into librexruntime.dylib. SOURCE.txt in the archive explains how to rebuild with a modified FFmpeg.

SHA-256

  • gtav-recomp-macos-arm64.zip: 76b84be50f424433d0fab22dd816454e2c04f139675c4ae7b7c86037525fd934
  • gtav-recomp-src-v0.1.0-macos.tar.xz: f29f308c7ea3f548b6b8a6fd545b5ab400fa4474a21927eda33b96a6f249c264

v0.1.0 Windows (bring your own game)

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@andrewnakas andrewnakas released this 02 Nov 06:06

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work: the game folder, the recompiled game library, the generated C++, the translated shaders, and any ipa or Android pack made from your game. Don't upload them, send them or link them, and don't put them in a fork or release. The same goes for discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases. The current release is v0.3.0.

First Windows release of the GTA V (Xbox 360, TU27) recompilation. No game is included. This package holds no Rockstar Games or Microsoft game code, data or shaders. You need your own copy of the game.

What you need

  • Your own GTA V Xbox 360 discs: Disc 1 (Install) and Disc 2 (Play), as ISO images or extracted folders
  • Title Update 27 from your own console (tu00000009_00000000, or a folder with disc002\default.xexp + update.rpf)
  • Windows 10/11 x64, an AVX2 CPU, a GPU with current Vulkan drivers, an XInput controller
  • Microsoft Visual C++ 2015-2022 Redistributable (x64)
  • About 25 GB free during setup (about 17 GB afterwards), 8 GB RAM or more

How it works

Unzip and run gtav_launcher.exe, then pick both discs and the title update. The launcher:

  1. Copies your files and checks each one against known-good hashes.
  2. Recompiles your game executable to C++ and checks the C++ against reference hashes, so every player gets the same build.
  3. Compiles it into gtav_game.dll with the bundled LLVM. This takes about 15-30 minutes in total.

Game shaders are translated in the background during the first minutes of play. On a fresh install with no profile or save, press A through the first screens.

Everything made from your files stays in the folder. Don't share it.

Checks

  • Full install from both disc ISOs plus TU27: all files matched, the generated code matched the reference build (811 files), and the game reached the world with 0 shader failures.
  • Taint scan of the package against the game executable, title update, update.rpf, all game shaders and the generated code: 0 failing.

License: GPL-3.0-or-later; bundled components keep their own licenses (LICENSES\). Not affiliated with Rockstar Games, Take-Two Interactive or Microsoft.

Source

gtav-recomp-src-v0.1.0-windows.tar.xz is the complete corresponding source of everything in the package under the GPL or LGPL. It contains this repo at the tag, plus ReXGlue SDK v0.10.0, XenosRecomp and plume at the exact commits used, with all their submodules (FFmpeg included) and our patches. FFmpeg (LGPL-2.1+, no GPL parts) is linked statically into rexruntimerd.dll. SOURCE.txt in the archive explains how to rebuild with a modified FFmpeg.

SHA-256

  • gtav-recomp-win64.zip: 633604678f3d7e61e7d3400fd66cf727bd4002faa28dc028ed7cd4082b6e058f
  • gtav-recomp-src-v0.1.0-windows.tar.xz: ef9eb409794922fe9f833ca018f0d95f9eeda6f780c88b13095619bce20c5395

v0.1.0 Linux (bring your own game)

Choose a tag to compare

@andrewnakas andrewnakas released this 02 Nov 06:08

Warning

What you build is for your devices only. Never share it. Everything made from your discs is Rockstar Games' copyrighted work: the game folder, the recompiled game library, the generated C++, the translated shaders, and any ipa or Android pack made from your game. Don't upload them, send them or link them, and don't put them in a fork or release. The same goes for discs and title-update files.

Making a fork or your own release? The GPL covers only this project's code. It gives no one the right to distribute Rockstar's. Follow the rules for forks and downstream releases. The current release is v0.3.0.

First Linux release of the GTA V (Xbox 360, TU27) recompilation. No game is included. This package holds no Rockstar Games or Microsoft game code, data or shaders. You need your own copy of the game.

What you need

  • Your own GTA V Xbox 360 discs: Disc 1 (Install) and Disc 2 (Play), as ISO images or extracted folders
  • Title Update 27 from your own console (tu00000009_00000000, or a folder with disc002/default.xexp + update.rpf)
  • 64-bit Linux with glibc 2.35 and GCC 13's libstdc++ (GLIBCXX_3.4.32) or newer: Ubuntu 24.04, Debian 13, Fedora 39, Arch, openSUSE Tumbleweed or newer (Ubuntu 22.04 works with libstdc++6 from the ubuntu-toolchain-r/test PPA; Debian 12 is too old)
  • An AVX2 CPU, a GPU with current Vulkan drivers (libvulkan.so.1), an X11 or Wayland desktop, a controller (SDL)
  • About 25 GB free during setup (about 17 GB afterwards) on a Linux filesystem or exFAT, 8 GB RAM or more

How it works

tar xf gtav-recomp-linux-x64.tar.gz
cd gtav-recomp-linux-x64
./gtav_launcher --setup "/path/Disc 1.iso" "/path/Disc 2.iso" /path/tu00000009_00000000

The launcher:

  1. Copies your files and checks each one against known-good hashes.
  2. Recompiles your game executable to C++ and checks the C++ against reference hashes (the same 811 files as the Windows build), so every player gets the same build.
  3. Compiles it into gtav_game.so with the bundled LLVM. This takes about 15-30 minutes in total.

Later runs: ./gtav_launcher. Game options go after -- (e.g. ./gtav_launcher -- --vulkan_device=1 for a dedicated GPU). Game shaders are translated in the background during the first minutes of play. Esc in game opens the settings menu.

Everything made from your files stays in the folder. Don't share it.

Checks

  • Full unattended install from the release tarball (both disc ISOs + TU27): all files matched, the generated code matched the reference build, and the game reached the world with 0 shader failures (3666 shaders translated from scratch), ~150 fps on an RTX 4050 laptop.
  • Portability: built in an Ubuntu 22.04 container; all binaries start and the bundled clang/lld compile and link on a clean Ubuntu 24.04.
  • Taint scan of the package against the game executable, title update, update.rpf, all game shaders (dumped, translated, compiled) and the generated code: PASS, 0 failing.

License: GPL-3.0-or-later; bundled components keep their own licenses (LICENSES/). Not affiliated with Rockstar Games, Take-Two Interactive or Microsoft.

Source

gtav-recomp-src-v0.1.0-linux.tar.xz is the complete corresponding source of everything in the package under the GPL or LGPL: this repo at the tag, plus ReXGlue SDK v0.10.0, XenosRecomp and plume at the exact commits used, with all their submodules (FFmpeg included) and our patches. FFmpeg (LGPL-2.1+, no GPL parts) is linked statically into librexruntime.so. SOURCE.txt in the archive explains how to rebuild with a modified FFmpeg.

SHA-256

  • gtav-recomp-linux-x64.tar.gz: bd9a294377a0d3fda5eca2a338269c8834c425ee198eb88fb15af55716a201b7
  • gtav-recomp-src-v0.1.0-linux.tar.xz: d2b19fffd7f27a976b6df3f0d178a7de33f7f67ff9d89a59d728dd84fd9eec65