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project-eleven

A native PC recompilation of the Xbox 360 version of 11eyes CrossOver using ReXGlue.

Building

If you want to build from source you'll need:

  • ReXGlue SDK
  • CMake
  • Visual Studio / MSVC / GCC / LLVM
  • Clang 20+
  • Ninja-build
  • Your legally owned game files

Setup

  • Get the Nightly 0.8.1.68-dev.g8dadea6 or newer release of the ReXGlue SDK.
  • Put your your own legally owned game's XEX file into extracted.
  • Copy the path to rexglue or rexglue.exe from the downloaded SDK, then in the downloaded and extracted project-eleven archive, run rexglue --verbose --log-file ../logs/recomp.log codegen
  • After codegen is successful, run cmake --preset linux-amd64-relwithdebinfo -DCMAKE_PREFIX_PATH=/path/to/rexglue-sdk to configure (be sure to select your platform), if not sure, check CMakePresets.json)
  • Build the code with cmake --build out/build/linux-amd64-relwithdebinfo (Again, be sure to select your platform)
  • The compiled executable will be inside out/build/linux-amd64-relwithdebinfo (or what your platform was).

Windows setup

cmake --preset win-amd64-relwithdebinfo -DCMAKE_PREFIX_PATH=D:\Projects\rexglue-sdk-0.8.1.68-dev.g8dadea6-win-amd64\win-amd64 -DCMAKE_MAKE_PROGRAM=D:\Code-projects\ninja-win\ninja.exe

cmake --build out/build/win-amd64-relwithdebinfo

Post-compilation tasks

You will need to copy over the dependency libraries from linux-amd64/lib (on linux) or from win-amd64/bin (on windows).

Dependency Library Name Remarks
linux-tracy libTracyClient.so no append: release d: debug rd: relwithdebinfo
linux-rexruntime librexruntime.so no append: release d: debug rd: relwithdebinfo
linux-xenosplugin librexgpu-xenos.so no append: release d: debug rd: relwithdebinfo
windows-tracy TracyClient.dll no append: release d: debug rd: relwithdebinfo
windows-rexruntime rexruntime.dll no append: release d: debug rd: relwithdebinfo
windows-xenosplugin rexgpu-xenos.dll no append: release d: debug rd: relwithdebinfo

Usage

  • Likely everything works that does on Xenia. Even the OP/ED videos likely work.
  • To launch, use ./project_eleven --game_data_root="extracted/" --user_data_root="userdata/" --cache_path="cache/" --gpu_plugin=xenos --no-fullscreen.
  • Make sure to put your legally owned game files inside extracted.
  • You'll need to use a controller.

Troubleshooting

  • If you see something like

[critical] [core] [t550982] [FATAL] Call to invalid or unregistered function at guest address 0xADDRESS

in the log (at compiled program/logs/program_001.log), take note of the address in question, then in program_manifest.toml, go to

[entrypoint.functions]
0xADDRESS = {}

Specify the address in here, and if you don't specify an end or a size, the codegen process will map it out.

  • [warning] [krnl] [t521854] [NtCreateFile] FAILED: path='D:\data\system.dat' -> 0xc000000f -> see this article for explanations

  • [warning] [fs] [t568379] VFS: 'ShaderDumpxe:\CompareBackEnds' -> [no device] -> an insignificant "error" that doesn't affect anything, left uncommented in ReXGlue for some reason.

Legal

This repository does not contain any game assets, game code, ROMs, XEX files, textures, audio, or other copyrighted material.

You must provide your own game files.

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11eyes CrossOver PC recompilation using ReXGlue

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