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Releases: shipa-2/Xerenge
Release list
0.4.7
The game comes built: the installer only needs your own Burnout Revenge disc image (the European or the American release, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves. This release is signed with a fixed key: uninstall an earlier build once, and later ones install over it, keeping your saves.
macOS (Apple silicon): download Burnout_Revenge_Installer-macos-arm64.zip, unzip it and run the app inside. It puts Burnout Revenge.app in ~/Applications, so the game starts from Launchpad or Spotlight. The app is signed ad hoc, so macOS stops it the first time it is opened after a download; allow it under System Settings, Privacy & Security, Open Anyway. The installed game logs to ~/Library/Logs/xerenge-burnout/. An Intel build is on the way, held up only by a long CI queue for that runner - it'll follow in a later release.
Online play works out of the box - the installer already points at a shared lobby server (94639.snk.wtf), so you do not need to run your own. Your own online server, if you want one instead: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860, 31861 and 31862 (clips) the players can reach, and point the installer's "Server address" field at it (or start the game with --lobby-server=<that machine>).
What's new in 0.4.7:
- The American release is supported (GitHub #21, thanks to its author): the installer takes either disc image. Ultrawide and the logo skip work on both.
- Online with three players and more (GitHub #19): the third player no longer drops everyone or hangs on "Returning from game"; a host leaving closes the game for all.
- Burnout Clips online: clips are shared to the lobby server (port 31862 TCP), and the Top 20 and the recent players' clips show them. Clip thumbnails are still black.
- Mali and other phones without BC textures (GitHub #20, #22): re-encoded ETC2 textures are cached on disk, and "Textures as ETC2" in the installer prepares all of them ahead - no more stutter while textures are re-encoded in a race.
- Vertex cache fixes and draws finished on the worker thread (GitHub #15, #16, thanks to xenophobentx).
- plume is the default renderer; music plays in Replay after a race.
0.4.6
The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves. This release is signed with a fixed key: uninstall an earlier build once, and later ones install over it, keeping your saves.
macOS (Apple silicon): download Burnout_Revenge_Installer-macos-arm64.zip, unzip it and run the app inside. It puts Burnout Revenge.app in ~/Applications, so the game starts from Launchpad or Spotlight. The app is signed ad hoc, so macOS stops it the first time it is opened after a download; allow it under System Settings, Privacy & Security, Open Anyway. The installed game logs to ~/Library/Logs/xerenge-burnout/. An Intel build is on the way, held up only by a long CI queue for that runner - it'll follow in a later release.
Online play works out of the box - the installer already points at a shared lobby server (94639.snk.wtf), so you do not need to run your own. Your own online server, if you want one instead: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860 and 31861 the players can reach, and point the installer's "Server address" field at it (or start the game with --lobby-server=<that machine>).
0.4.6 is an emergency hotfix for Android (GitHub #4: a black screen or a hang right after loading on many phones):
- Phones with a Linux kernel older than 4.17 (most Android 10 and older devices: Snapdragon 845/660, Helio G80, Kirin 960...) crashed while starting the game: guest memory was mapped at the wrong address. Fixed in the SDK.
- ARMv8.0 CPUs (Snapdragon 660, Kirin 960: Cortex-A73/A53) stopped at start with an illegal instruction; the APK is now built for ARMv8.0, with atomics chosen at run time.
- Adreno 5xx (Redmi Note 7 and the like): textures came out as black and grey slabs and cars were invisible - BC textures are re-encoded as ETC2 where the GPU lacks them, and its broken depth clamp is avoided. A new hack, "Textures as ETC2", forces the re-encoding on any GPU.
- Vertex inputs fit the 16 a Mali-G71 takes (its GPU hung at the first frame).
- Vulkan 1.0 drivers (old Mali) can now start the game, but this is not fully tested yet: a Mali-G71 still shows a black screen.
- An unhandled crash no longer spins and fills the log with one line; it is logged once, with where it happened.
- The installer has a log folder, chosen like the disc image: the logs are copied there, since the app's own folder cannot be opened from a file manager.
- On-screen controls: a layout editor (drag and resize every button, the stick and the menu button; Done saves it, Reset restores it) and Xbox View/Menu glyphs for Back and Start, from PredatorWoah's XerengePlus fork.
0.4.5
The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, a Vulkan 1.1 GPU - Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves.
macOS (Apple silicon): download Burnout_Revenge_Installer-macos-arm64.zip, unzip it and run the app inside. It puts Burnout Revenge.app in ~/Applications, so the game starts from Launchpad or Spotlight. The app is signed ad hoc, so macOS stops it the first time it is opened after a download; allow it under System Settings, Privacy & Security, Open Anyway. The installed game logs to ~/Library/Logs/xerenge-burnout/. An Intel build is on the way, held up only by a long CI queue for that runner - it'll follow in a later release.
Online play works out of the box - the installer already points at a shared lobby server (94639.snk.wtf), so you do not need to run your own. Your own online server, if you want one instead: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860 and 31861 the players can reach, and point the installer's "Server address" field at it (or start the game with --lobby-server=<that machine>).
What is new since 0.4.0:
- macOS, Apple silicon for now (Intel to follow): the SDK builds its own Vulkan loader and MoltenVK (via plume's new SDL/Vulkan-on-Metal path) and stages them next to the game, so the installer app needs nothing but your disc image.
- The installer's render resolution can be any WIDTHxHEIGHT now, not just the fixed presets.
- Online multiplayer fixes: a missing lobby cvar that could fail the build, and a crash from a malformed
IDENTfield are both fixed; a texture-slot regression that stretched some textures into black triangles is reverted. - CI is considerably faster: the SDK and the plume/XenosRecomp forks are cached by commit instead of being cloned and rebuilt on every run.
0.4.0
If issuing instability/errors, firstly install latest Artifact from https://github.com/shipa-2/Xerenge/actions
The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, a Vulkan 1.1 GPU - Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves.
Your own online server: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860 and 31861 the players can reach, and start each game with --lobby-server=<that machine>. Without it, the copies on one LAN find each other's games with no server at all.
What is new in 0.4.0:
- Faster on phones' GPUs: a render pass loads and keeps only the attachments something reads, the frame goes to the screen at its own size (the phone scales it), reflections can be redrawn two faces a frame ("Reflections in turns"), pixel shaders run in half precision where it is safe, anisotropic filtering is a choice (off, 4x, 8x; 4x on Android by default).
- Less work on the CPU: constants, textures and memory checks no longer redone for every draw when nothing changed.
- Bloom off keeps the sky blue and the picture as bright as with bloom, without the glare; motion blur off now really turns the blur at speed off.
- Frame generation (frames drawn between the game's, for 90-120 Hz screens), a 30 fps lock, 16:10 screens, render resolutions below 720p, and back twice to quit on Android.
0.3.5
The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, a Vulkan 1.1 GPU - Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves.
Your own online server: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860 and 31861 the players can reach, and start each game with --lobby-server=<that machine>. Without it, the copies on one LAN find each other's games with no server at all.
Players are told apart by their whole gamertag now, not its first four letters: use a lobby server of this release with games of this release.
0.3.0
The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, a Vulkan 1.1 GPU - Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves.
Your own online server: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860 and 31861 the players can reach, and start each game with --lobby-server=<that machine>. Without it, the copies on one LAN find each other's games with no server at all.
Players are told apart by their whole gamertag now, not its first four letters: use a lobby server of this release with games of this release.
0.2.0
The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
0.1.5
Setup and shader tools are C++ binaries (scripts/build-tools.sh); a fresh install no longer needs Python for extraction, XEX dump, or runtime shader rebuild.
Download Burnout_Revenge_Installer-x86_64.AppImage, make it executable and run it:
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageThe installer clones the latest main from GitHub and runs the same scripts as a manual setup (prerequisite check, build-tools, extract, SDK, shaders, build).
Requires on the host: git, cmake, ninja, clang, OpenSSL, Vulkan and the libraries listed in SETUP.md. RenderDoc is only for optional capture analysis (inspect-capture.sh), not for installation.
0.1
First release of the Burnout Revenge (Xbox 360) installer for Linux.
Download Burnout_Revenge_Installer-x86_64.AppImage, make it executable and run it:
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImage
It asks for your disc image, the install directory and three settings (bloom, motion blur, and whether to draw with Xenia's renderer instead of plume). Then it fetches this repository and its dependencies from GitHub, builds everything on your machine - the SDK, the recompiled game and its shaders - and creates a desktop shortcut and an applications menu entry. Settings can be changed later in xerenge.conf in the install directory.
You need
- your own dump of the retail European release, SHA-256
34c1bd4d549c2c53f29d814fa5e5d1c04c533c5ca0c39e57b6c2538f44ff59b4. No game data is downloaded or included; everything is made from your disc; - a GPU with Vulkan;
- the build tools:
git cmake ninja clang python pkgconf vulkan-icd-loader vulkan-headers libx11 libxcb wayland(Arch package names). The installer checks for them first and says what is missing; - time: the game is about 3.2 million lines of recompiled C++, and the build takes a while.
Known issues
- With bloom off (the default) the sky looks grey and the picture dull; tick "bloom on", or set
bloom = trueinxerenge.conf, for the intended look. - plume: a black frame very occasionally, and a texture that shows wrong for half a second during a race.
- Runs go through X11 (XWayland under Wayland).
See SETUP.md for the details and for building by hand.
SHA-256 of the AppImage: 286cf67229b79dbe3725ee6146e9702953bd72ab486c8cb7622a4606826fe9df