# Ghost Recon 2: Summit Strike — native PC port (static recompilation) A native Windows build of *Tom Clancy's Ghost Recon 2: Summit Strike* (original Xbox, 2005). The game's own code is statically recompiled from its `default.xbe` into C by the [xboxrecomp](https://github.com/ElKev118/xboxrecomp/tree/ss-port) toolkit (a fork of [sp00nznet/xboxrecomp](https://github.com/sp00nznet/xboxrecomp)); the Xbox hardware and system software are replaced by native code (kernel, NV2A GPU → Vulkan, MCPX APU → XAudio2, USB pads → SDL2, keyboard and mouse). **No game data is included.** You need your own copy of the game (Xbox disc). This repository holds only the port's own source code; the recompiled game code is generated on your machine from your `default.xbe`. Current release: **v1.1** (see the [releases](https://github.com/ElKev118/summitstrike-recomp/releases)). The whole single-player campaign and its cutscenes play through. Not covered yet: multiplayer / co-op / System Link / Xbox Live (untested), and navigating the port's options menu with a controller (keyboard and mouse only). The port of the base game is [ghostrecon2-recomp](https://github.com/ElKev118/ghostrecon2-recomp). ## Playing (release build) Requirements: Windows 10/11 x64 and a GPU with Vulkan 1.3 (since v1.1 the Visual C++ Redistributable is no longer needed). ``` SummitStrike\ ├── summitstrike.exe └── game\ ← the contents of your Summit Strike disc ├── default.xbe ├── actor\ character\ media\ ... ``` Copy the whole disc (extracted ISO) into `game\` and run `summitstrike.exe`. The folder can live anywhere and be moved as a whole. - **Delete** or **Home**: the port's options menu — window mode, VSync, frame limit, internal resolution (1x–6x), aspect ratio (4:3 / 16:9 stretched / fill window / **native widescreen**), HUD position, anti-aliasing (SMAA), upscaling (FSR 1), sharpening (RCAS), downscale filter, shader cache, volume, reverb, rain/ambience level, language (restart), and the keyboard and mouse controls. - **F11** or **Alt+Enter**: fullscreen toggle. **F9**: release / recapture the mouse. - XInput controllers (Xbox 360 / One / Series pads) play as the Xbox pad. - **Keyboard and mouse**: the mouse turns the view directly, like a PC shooter (slower when zoomed through a scope); every action can be rebound in the options menu (two keys each, mouse buttons and wheel included). Defaults: WASD move, mouse look, left click fire, right click zoom, F action, R / Enter reload, Q / E lean, Left Shift / Left Ctrl stance up / down, M map, Esc START, Tab BACK. - **Native widescreen**: the camera sees more of the world at the sides to fill any screen shape (16:9, 21:9, 32:9 ...) instead of stretching the 4:3 picture; the HUD keeps its proportions and its corner pieces move out to the screen's edges (HUD position slider). Menus and movies stay 4:3. Everything the port writes is in `%LOCALAPPDATA%\GhostRecon2SummitStrike\`: `SaveData\` (the console's hard disk: saves), `ss.ini` (options), `shadercache\`, `logs\`. Nothing is written next to the exe except by the game itself in `game\`. ## Building from source 1. Clone this repository and the toolkit side by side: ``` XboxRecompProject\ ├── summitstrike\ (this repository) └── xboxrecomp\ (branch ss-port) ``` `git clone -b ss-port https://github.com/ElKev118/xboxrecomp.git` 2. Put your game's `default.xbe` in `xboxrecomp\game_files_ss\default.xbe` and the whole disc in `summitstrike\build\Release\game\` (for running). 3. Requirements: Visual Studio 2022 or later (C/C++), CMake ≥ 3.20, Python 3.10+, Git (CMake fetches SDL2, Vulkan headers, volk, glslang, Dear ImGui, SMAA and FidelityFX FSR 1). 4. Configure once: `cmake -S . -B build -G "Visual Studio 18 2026" -A x64` (or `"Visual Studio 17 2022"` on older installs). 5. Generate the recompiled code and build: `bash tools/regen.sh` (disassembly → function identification → ABI analysis → C, then the build; ~45 min the first time). After that, `cmake --build build --config Release`. `ss_debug.bat` starts the build with the debugging keys on (F8 log mark, F7 frame capture, F6 audio capture) and the log in `build\Release\run_debug.log`. ## Legal Ghost Recon 2 and Summit Strike are © Ubisoft / Red Storm Entertainment. This project is not affiliated with or endorsed by them. It contains no game assets, no Xbox BIOS or keys, and no recompiled game code; use it only with a copy of the game you own. Third-party components and their licences are listed in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).