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Pacific Rim - Linux v1.0

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@thefixinhixon thefixinhixon released this 05 Oct 22:32

Pacific Rim — Linux v1.0

A native Linux port of Yuke's Pacific Rim: The Video Game
(Xbox 360, 2013, title ID 584112C1), recompiled with the ReXGlue
SDK and shipped with the bespoke Shatterdome Launcher.

Verified by playing: boot, menus, story and versus fights,
graphics, audio, controller, FSR upscaling — plus all six DLC
addons and saves that survive relaunches.

Downloads

  • PacificRim-x86_64-v1.0.AppImage — the launcher + game
    program. chmod +x, run it.
  • PacificRim-Linux-v1.0.zip — the same AppImage with a
    README, for safe keeping.

No game data is included. You supply your own legally
obtained copy of the game (the Xbox 360 package for title
584112C1). The launcher imports it: Import XBLA package or
archive...
— .rar/.zip/.7z archives work too. DLC: the same
flow with Import DLC package or archive... installs the addon
packages with their license records, so the game announces and
unlocks the content.

Highlights of this port

  • Saves work. The game integrity-hashes save data with
    XeCrypt SHA-512, which the SDK had stubbed out — every save
    read as "corrupted". The runtime now implements SHA-512/384
    for real. (Saves created by pre-release test builds stay
    invalid; fresh saves verify properly.)
  • All six DLC addons, installed in one click by the launcher.
  • 23 codegen dispatch fixes: rexglue under-analysed this
    engine's byte-table jump dispatches; the affected functions
    were hand-patched from disassembly. Boot was a silent black
    screen without them.

Requirements

  • 64-bit Linux (x86_64), Vulkan-capable GPU and driver,
    PipeWire or PulseAudio.
  • glibc 2.43 or newer (built on Ubuntu 26.04). A future
    build from the Ubuntu 24.04 toolchain will widen distro
    compatibility.
  • A gamepad is strongly recommended (Xbox-style pads work).

Known issues

  • Online play is stubbed out (the Xbox Live services are gone);
    single player and local play work.
  • First launch in a fresh data folder compiles shaders as you
    play; the title backdrop can take a few seconds to appear the
    very first time. It is cached after that.
  • If the game ever fails to start after a crash, remove stale
    xenia_memory_* files from /dev/shm and run it again.

Project code is BSD 3-Clause; see CREDITS.md and the licenses
folder in the repo for full attribution. The game remains
© Yuke's / Warner Bros. / Legendary.

Pacific Rim - Windows Test 1

Pre-release

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@thefixinhixon thefixinhixon released this 05 Oct 22:54

Pacific Rim — Windows test build 1 (pre-release)

This is a test build for native Windows testers. The same
port's Linux v1.0 is verified and published on this repo; the
Windows binaries below compiled cleanly in CI (GitHub Actions,
run 37383241934) but have not yet been run on a real Windows
machine
. That is what this pre-release is for.

Download

PacificRim-Windows-Test-1.zip (51.6 MB) — extract anywhere,
run TPPacificRimLauncher.exe (the Shatterdome Launcher).

No game data is included. You need your own legally obtained
copy of Pacific Rim for Xbox 360 (title ID 584112C1).

Please test, in order

  1. Launcher opens. (It is a console-subsystem build — a console
    window alongside the launcher is expected for now.)
  2. Import XBLA package or archive... with your game package
    (a .rar/.zip/.7z archive around it works too — 7-Zip is
    bundled in the folder).
  3. PLAY — does the game boot to the title screen? Into a match?
  4. Press Start, let it create game data, quit fully, relaunch,
    press Start again — no "game data has been corrupted"
    dialog
    means saves work.
  5. If you own the DLC addons: Import DLC package or archive...,
    then launch — the game should announce downloadable content.

Please report

Open an issue (or reply where you found this) with:

  • Windows version, GPU + driver version
  • How far you got in the checklist above, and what happened
  • Any error dialog text, verbatim
  • The log file: <your data folder>\logs\ (last-command.txt
    shows the exact launch arguments the launcher used)

Known expectations: online play is stubbed (offline build);
first launch compiles shaders as you play, so the title
backdrop can take a few seconds to appear the very first time.

Project code is BSD 3-Clause; see CREDITS.md inside the zip.
The game remains © Yuke's / Warner Bros. / Legendary.