![]() Title screen |
![]() Main menu, with the port's EXIT entry |
![]() Your own entrance movie on the big screen |
![]() A created superstar wearing four HD logos, in a match |
![]() USER PLAYLIST: songs from your Music folder |
![]() Graphics options in My WWE → Options |
![]() Ultrawide: an entrance filling a 21:9 screen |
![]() Android: a match on a phone, with the on-screen controls |
![]() Foldables: the near-square inner screen, filled |
![]() Languages: the game in French |
![]() Install: choose your disc image and a folder |
![]() Play |



![]() Movie → USER MOVIES lists your movies |
![]() …and on the big screen during the entrance |
![]() Create A Superstar: four different HD logos |
![]() The same superstar in a match |



.png`. Edit a file at any size, keep its name (the code at the end is what counts), and put it anywhere in your pack's folder. PNG and DDS (DXT1/3/5 or 32-bit, with mipmaps) both work. Packs aren't affected by **Textures** quality: a pack's texture always shows at its own size. The first dump indexes the game's files for the names (about half a minute, once).
### Mods and the Mod Maker
Mods add things to the game without touching its files: arenas, backstage rooms, superstars, moves, crowd signs, media packs and match types, each a single `.svrmod` file. The launcher's **Mods** tab installs them (**+**), lists them with a tick to switch each on or off, and ships with the bundled ones. Mods live in the game folder's `Mods\`; the game lays them over its own files when it starts.
The **Mod Maker** (Mods tab → **Open Mod Maker**) makes them: a 3D arena editor with a Blender round trip, superstar mods from any character model with their theme, entrance video, attires and pictures, move packs, crowd signs, media packs, match types, converters for WWE '13 / SvR 2010 / SvR 2008 content, your Created Superstars' pictures, and viewers for every file, animation and picture in the game. **The full guide, with pictures, diagrams and step-by-step tutorials: [kaikoclanworth1.github.io/wwe-svr2011-pc](https://kaikoclanworth1.github.io/wwe-svr2011-pc/)** (also next to the Mod Maker as *Mod Maker Guide*, and on its Manual page). The `.svrmod` format is documented in [docs/SVRMOD_FORMAT.md](docs/SVRMOD_FORMAT.md). The Mod Maker itself needs nothing extra; only its **Other games** converters for WWE '13 / SvR 2010 / SvR 2008 superstars run the port's Python tools and need **Python 3 with numpy and Pillow** (`pip install numpy pillow`), plus ffmpeg for SvR 2010 themes - the page says what is missing. Custom match types are planned for a later release: in 2.0.5 the Match types page makes the on / off switch mods.
### Achievements
The game's 39 achievements (1,000 gamerscore) unlock as they did on the Xbox 360, with a pop-up when you earn one. **MY WWE → ACHIEVEMENTS** lists them all. You can see which you've unlocked and when, your gamerscore, and how to earn each one. Use the D-pad to choose, **LB** / **RB** to page, **Y** to show all, unlocked or locked, and **B** to go back. Three need Xbox LIVE (two Royal Rumble online matches and uploading to Community Creations), so they can't be earned in the port. Unlocks are kept in the game folder's `UserData\achievements\`.

---
## Building from source
The recompiled game code is **generated on your machine from your own disc**. It isn't stored here.
**You need:**
- **Windows 10 or 11**, 64-bit.
- **LLVM** (`clang`, `clang++` and `llvm-rc`) in `C:\Program Files\LLVM\bin`.
- **CMake 3.25** or newer, and **Ninja**.
- **Git** and **Python 3** with Pillow: run `pip install pillow`.
- **PowerShell**.
**Steps** (run them from the repository root):
1. Get the **ReXGlue SDK** source into `recomp\rexglue-sdk`, at the commit this port was built against (its v0.10.0 release commit):
```bash
git clone https://github.com/rexglue/rexglue-sdk recomp/rexglue-sdk
```
```bash
git -C recomp/rexglue-sdk checkout c94f5ebdcb3c9d1a460ca48e04f9758448f8d518
```
```bash
git -C recomp/rexglue-sdk submodule update --init --recursive
```
2. Apply this port's runtime fixes to the SDK:
```bash
git -C recomp/rexglue-sdk apply ../../port/patches/rexglue-sdk-svr2011.patch
```
And get **plume** (the graphics layer the native renderer draws through) into `recomp\plume`, with this port's additions:
```bash
git clone --recursive https://github.com/renderbag/plume.git recomp/plume
```
```bash
git -C recomp/plume checkout d72379344dacd3dbf9f810f92ddc87e6de1845b1
```
```bash
git -C recomp/plume submodule update --init --recursive
```
```bash
git -C recomp/plume apply ../../port/patches/plume-svr2011.patch
```
3. Get the **ReXGlue codegen tool**: download `rexglue-sdk-0.10.0-win-amd64.zip` from the [ReXGlue releases](https://github.com/rexglue/rexglue-sdk/releases/tag/v0.10.0) and unzip it into `recomp\sdk\win-amd64`.
4. Put **`ninja.exe`** in `recomp\bin`, or anywhere on your `PATH`.
5. Copy **`default.xex`** from your disc (or from an install made by the launcher) into `port\assets\`.
6. Optionally, make the **program icon** from your game files:
```bash
python port/tools/make_icon.py "path/to/your/game folder"
```
7. **Generate** the C++ code from your `default.xex` (about a minute):
```bash
cd port && ../recomp/sdk/win-amd64/bin/rexglue.exe codegen svr2011_manifest.toml
```
8. **Build** (the first build takes a while):
```bash
powershell -ExecutionPolicy Bypass -File port/build.ps1
```
9. Optionally, the **native renderer's shaders**: they're converted from the game's own shaders as it creates them (a capture build, then `port/tools/convert_shaders.py`, which makes DXIL for Direct3D 12 and SPIR-V for Vulkan; see `port/docs/native_renderer_phase2.md`). Without them the game uses the emulated renderer.
10. **Make a release zip**, with no game data in it, then install it with its launcher as in [Install and play](#install-and-play):
```bash
powershell -ExecutionPolicy Bypass -File port/tools/package.ps1
```
**Android (work in progress, not yet tested on a phone):** the same code cross-compiled for arm64 with the Android NDK, drawn with the Vulkan renderer. You need JDK 17 and the Android SDK command-line tools with `ndk;30.0.16248370`, `build-tools;36.1.0` and `platforms;android-36`. Set `JAVA_HOME` and `ANDROID_HOME` if they're not in `D:\Android`. Gradle isn't needed. Build the SDK for Windows first (step 8, which makes the `rexglue.exe` code generator), then run:
```bash
python port/tools/build_apk.py
```
This makes `port/out/android/SvR2011.apk`, which holds no game data. The package script ships it beside the launcher as `Android\SvR2011.apk`, and on its own as `SvR2011-Android-v.apk` for the release. The launcher's **Install → Create APK Package** puts it next to a zip of the installed game. On first start, the app installs that zip into the phone's `games` folder.
**Repository layout:**
| Path | What's there |
|---|---|
| `port/src/` | The PC side: the app, audio, input, saves, DLC, menus, the graphics page, entrance music and movies, the extra logos, crash reports and the native renderer. |
| `port/launcher/` | The Win32 launcher (Play, Settings, Install, DLC, Saves, Paint Tool and Movies tabs), including the Bink movie encoder and the Android packager. |
| `port/android/` | The Android app's manifest, icons and Java activities (the game runs in SDL's activity). |
| `port/patches/` | Fixes to the ReXGlue SDK's runtime that this game needs. |
| `port/tools/` | Build, packaging and analysis scripts, and the background test harness. |
| `port/svr2011_manifest.toml`, `port/svr2011_config.toml` | The codegen project and its per-game settings. |
---
## Troubleshooting
- **The install fails.** Check that the image is a full disc image of the **Xbox 360** version, and that the target drive has enough free space (the Install tab shows it).
- **The game closed unexpectedly.** A crash report is saved in `UserData\crashes\` in the game folder. Please include it when you report a problem.
- **Black screen with sound (v0.1.0).** v0.1.0's zip was missing the native renderer's shaders. Update to v0.2.0 or later. The game now also falls back to the **Emulated** renderer if the `native_shaders` folder is missing.
- **"The Created Superstar save data is either damaged or missing" after copying saves.** Choose **NO**, then update to v0.2.1 or later: it rebuilds the save headers that some copy tools leave out (the `Saves\.info` folder), and copies the whole `Saves` folder from then on.
- **Very low frame rate or no picture on a laptop.** Laptops with two GPUs could run the game on the built-in one. v0.2.1 picks the fast GPU. With older versions, set `svr2011.exe` to **High performance** in Windows Settings → System → Display → Graphics.
- **Entrances or matches run slow on a weaker PC.** In **My WWE → Options → Graphics → Quality**, set **Shadows & effects** to **Normal**, lower **Render resolution** (720p is the console's), turn off **Anti-aliasing**, set **Textures** to **Medium** (low memory or slow loading), and if entrances still stutter, set **Entrance frame rate** to **30 fps**. On Vulkan and on phones, the first time a scene is shown can hitch while its shaders are prepared; they're kept in `UserData\cache\` for the next time.
- **Something is drawn wrong.** In the launcher's **Settings**, set **Renderer** to **Emulated** and see if it looks right there. Either way, please report it with a screenshot.
- **My entrance song or movie is gone.** The entrance remembers it by name. Check that the folder in `Music\`, or the movie in `Custom Movies\`, still has the same name.
- **A superstar's logos 3 and up are blank.** Their images are in `Saves\.logos`. Restore it from a backup, or copy it along with the superstar's save.
- **The costume is missing in the entrance.** Edit the superstar's **Entrance Attire** (see the tip under [HD logos](#up-to-10-hd-logos-per-superstar)).
- **Online modes** aren't available in this port.
---
## Contributors
| | Who | What |
|---|---|---|
| 🧑💻 | [**KaikoClanworth1**](https://github.com/KaikoClanworth1) | Project lead: direction, design, testing and playing. |
| 🤖 | [**Claude Code**](https://claude.com/claude-code) (Anthropic) | AI coding assistant: wrote most of the port. That includes the recompilation setup and runtime fixes, the native renderer, audio, saves, DLC, the launcher, entrance music and movies (with its own Bink encoder), the extra logos, the tools and this README. |
| 🛠️ | [**ReXGlue**](https://github.com/rexglue/rexglue-sdk) | The static recompiler and runtime this port is built on. |
| 🛠️ | [**Xenia**](https://github.com/xenia-project/xenia) | The Xbox 360 emulator whose code the ReXGlue runtime is derived from. |
> **AI disclosure:** this port was developed with Claude Code. Its commits carry a `Co-Authored-By: Claude` line. Every change was run and tested on the project lead's own PC.
See [CONTRIBUTORS.md](CONTRIBUTORS.md).
---
## Legal and credits
- [Privacy policy](docs/PRIVACY.md) · [Terms](docs/TERMS.md)
- This is an unofficial fan project. It isn't affiliated with or endorsed by WWE, THQ, Yuke's or Microsoft. *WWE SmackDown vs. Raw 2011* and all related names belong to their respective owners.
- **No game material is included**: no disc image, XEX, data, audio, video or recompiled game code. You must own the game and supply your own disc image. The screenshots in `docs/screenshots/` were taken of the port running. They're used only to show the port, and they belong to the game's owners.
- **Recompiler and runtime**: the [ReXGlue SDK](https://github.com/rexglue/rexglue-sdk), which is derived from [Xenia](https://github.com/xenia-project/xenia). See their licenses.
- **Online matches**: the peer-to-peer sessions build on groundwork by [gitSothib](https://github.com/gitSothib) ([pull request #3](https://github.com/KaikoClanworth1/wwe-svr2011-pc/pull/3)): the game's session message layouts. See [CONTRIBUTORS.md](CONTRIBUTORS.md).
- **Model porting findings**: the Mod Maker's checks for models ported from WWE '13 / 2K14 / 2K15 (the 2-section crash, the vertex limit, face pivots, alpha seams) follow findings first documented by **robert32**'s *SvR Port Doctor*. Thanks! None of its code is used.
- **Graphics layer**: the native renderer draws through [plume](https://github.com/renderbag/plume) (MIT license), with this port's additions in `port/patches/plume-svr2011.patch`. Its shaders are converted with [XenosRecomp](https://github.com/hedge-dev/XenosRecomp).
- **Movie format**: the launcher writes Bink 1 video. The format was learned from [FFmpeg](https://ffmpeg.org/)'s open-source Bink decoder, and the launcher's Bink reader (`port/launcher/bink_decode.c`, `bink_tables.h`) is ported from it, under FFmpeg's license, the LGPL 2.1 or later. No RAD Game Tools software is used or included.