Caution
This project is still work in progress. It can boot and run in-game, but bugs, crashes, and missing functionality should be expected.
A native PC port of Ace Combat 6: Fires of Liberation (Xbox 360), built on top of the ReXGlue SDK. The Xbox 360 PowerPC binary is statically recompiled to x86-64 so the original game logic runs natively on your host CPU, with a fully native D3D12/Vulkan renderer replacing the original Xenos GPU pipeline.
This repository contains source code only.
Do not commit or redistribute:
- retail game data
default.xex- disc images, packages, title updates, or firmware files
- console keys or any other proprietary Microsoft / publisher material
Users must supply their own legally obtained game files locally.
| Tool | Version | Notes |
|---|---|---|
| CMake | 3.25+ | |
| Ninja | any recent | required generator |
| Clang/LLVM | any recent | clang / clang++ must be on PATH |
| Windows SDK | 10.0.19041+ | D3D12 headers (Windows only) |
Note
The Linux preset uses clang-20 / clang++-20 directly. Install the versioned binaries via your distro's package manager (apt install clang-20) or via the LLVM APT repository.
- Obtain the original Xbox 360 disc image (ISO) by dumping your own disc.
Guides and tools: consolemods.org – ISO Extraction & Repacking - Extract the XEX and game data from the ISO.
- Place the resulting files inside the
assets/directory (created manually — it is git-ignored):
assets/
default.xex ← required by the codegen step
media/ ← game data (audio, video, maps, …)
…
git clone https://github.com/sal063/AC6_recomp.git
cd AC6_recompNote
The ReXGlue SDK (thirdparty/rexglue-sdk/) is vendored directly in the repository. No submodule init is needed.
cmake --preset win-amd64-relwithdebinfocmake --build --preset win-amd64-relwithdebinfo --target ac6recomp_codegenThis step reads assets/default.xex, lifts all PowerPC instructions to C++, and writes the output to generated/. It can take a few minutes.
cmake --preset win-amd64-relwithdebinfoRe-run configure after codegen so CMake picks up the generated generated/sources.cmake file and adds the generated .cpp sources to the target.
cmake --build --preset win-amd64-relwithdebinfoThe executable is placed at:
out/build/win-amd64-relwithdebinfo/ac6recomp.exe
Tip
RelWithDebInfo is the recommended preset — it gives near-release performance with symbols intact for debugging. A full Release build disables assertions and can be used for distribution.
| Preset | Platform | Build type |
|---|---|---|
win-amd64-debug |
Windows | Debug |
win-amd64-release |
Windows | Release |
win-amd64-relwithdebinfo |
Windows | RelWithDebInfo ✅ recommended |
linux-amd64-debug |
Linux | Debug |
linux-amd64-release |
Linux | Release |
linux-amd64-relwithdebinfo |
Linux | RelWithDebInfo |
./out/build/win-amd64-relwithdebinfo/ac6recomp assetsThe single argument is the path to the directory containing your game files (assets/ by default). The runtime resolves all paths relative to it.
Substitute win-amd64-relwithdebinfo with linux-amd64-relwithdebinfo in every command above.
cmake --preset linux-amd64-relwithdebinfo
cmake --build --preset linux-amd64-relwithdebinfo --target ac6recomp_codegen
cmake --preset linux-amd64-relwithdebinfo
cmake --build --preset linux-amd64-relwithdebinfo
./out/build/linux-amd64-relwithdebinfo/ac6recomp assetsAC6_recomp/
├── src/ Host-side runtime & renderer
│ ├── main.cpp
│ ├── ac6_native_graphics.* Xenon → native GPU command translation
│ ├── ac6_native_renderer/ Native rendering backend (D3D12 / Vulkan)
│ │ ├── backends/ Per-API backend implementations
│ │ ├── frame_plan.* Frame dependency graph construction
│ │ ├── frame_scheduler.* CPU/GPU timeline management
│ │ ├── native_renderer.* Top-level renderer orchestration
│ │ └── render_device.* Device abstraction layer
│ └── d3d_hooks.* Low-level D3D intercept layer
├── thirdparty/rexglue-sdk/ ReXGlue SDK (vendored)
├── assets/ ← NOT in repo; place your game files here
├── generated/ ← NOT in repo; output of codegen step
├── CMakeLists.txt
└── CMakePresets.json
See LICENSE.