Need for Speed: Carbon ### Xbox static recompilation for Nintendo Switch and Linux The original Xbox (NTSC-U) release of **Need for Speed: Carbon**, lifted instruction by instruction to C and running natively, with no emulator. ![Switch](https://img.shields.io/badge/Nintendo%20Switch-homebrew-E60012?logo=nintendoswitch&logoColor=white) ![Linux](https://img.shields.io/badge/Linux-x86__64-FCC624?logo=linux&logoColor=black) ![Vulkan](https://img.shields.io/badge/Vulkan-1.3-AC162C?logo=vulkan&logoColor=white) ![OpenGL](https://img.shields.io/badge/OpenGL-renderer-5586A4?logo=opengl&logoColor=white) ![Version](https://img.shields.io/badge/version-0.2.3-blue) [Features](#-features) · [Playing on Switch](#-playing-on-switch) · [Building](#%EF%B8%8F-building) · [Configuration](#%EF%B8%8F-configuration) · [Status](#-status)
--- > [!IMPORTANT] > **No game data is included.** You need your own copy of the Xbox disc, > extracted (`default.xbe`, `NFS/`, `TDATA/`, ...). ## ✨ Features - 🏁 **Native code**: the whole game runs as recompiled C, built with [xboxrecomp](https://github.com/sp00nznet/xboxrecomp) - 🎮 **Two renderers**: Vulkan (NVK on Switch) and OpenGL, with render scaling up to 4x - 🖼️ **Cleaner picture** (Vulkan): mipmaps with trilinear and 16x anisotropic filtering, FXAA, square-pixel 1280x720 for the 16:9 view - ⚙️ **Graphics options in the game** (Vulkan), under **Options → Gameplay**: Car Reflections, Resolution Scale (1x, 1.5x, 2x, 2.5x), Anti-Aliasing, Anisotropic (Off-16x) and Square Pixels, applied at once and kept in `nfscx_options.txt` (same settings as the NFSU1, NFSU2 and Burnout 3 ports) - 🔊 **Audio** through an emulated Xbox APU, with 5.1 downmixed to stereo - 🕹️ **Pads** through an emulated Xbox USB host (OHCI), Joy-Con and Pro Controller on Switch, SDL controllers on Linux - 🛠️ Shares its runtime with the [NFSU2](https://github.com/antoxa2584x/nfsu2-sw) port (Carbon uses the same XDK 5849 libraries) ## 🕹️ Playing on Switch 1. Copy the NRO to `sdmc:/switch/nfscx/` (`nfscx.nro` for OpenGL, `nfscx-vulkan.nro` for Vulkan). 2. Copy the **extracted** disc (not the ISO) to `sdmc:/switch/nfscx/game/`. 3. Start it with **title takeover**: hold **R** while launching any game. Applet mode leaves too little memory. ``` sdmc:/switch/nfscx/ ├── nfscx.nro or nfscx-vulkan.nro ├── nfscx_env.txt optional settings, KEY=VALUE per line └── game/ ├── default.xbe ├── NFS/ └── ... ``` Buttons map by label (Switch A = Xbox A). Settings go in `nfscx_env.txt` (see [Configuration](#%EF%B8%8F-configuration)); the log (`nfscx_log.txt`) and the shader cache are written to the same folder. ## 🛠️ Building
1. Lift the XBE to C ```sh # Writes NFSC_GEN_DIR (default /root/nfscx/gen) NFSC_XBE=/path/to/game/default.xbe NFSC_GEN_DIR=/path/to/gen tools/regen.sh ```
2a. Linux (SDL2 + OpenGL or Vulkan) ```sh cmake -S . -B build -G Ninja -DNFSU2_GEN_DIR=/path/to/gen # add -DNFSU2_VULKAN=ON for Vulkan cmake --build build NFSU2_GAME_DIR=/path/to/game build/nfsu2_recomp ``` The CMake options and runtime variables keep the `NFSU2_` prefix of the port this one came from.
2b. Nintendo Switch (devkitA64, switch-sdl2, switch-mesa) ```sh NFSU2_GEN_DIR=/path/to/gen NFSU2_GAME_SRC=/path/to/game JOBS=6 switch/build.sh # Vulkan build (needs mesa-switch NVK and glslang for Switch) VULKAN=1 JOBS=6 NFSU2_GEN_DIR=/path/to/gen switch/build.sh ```
### Project layout | Path | What | |---|---| | `src/main.c` | boot and runtime defaults | | `src/recomp_manual.c` | hand-written overrides of lifted functions (D3D/DSOUND/XPP library hooks, DSOUND watchdog skip, native leaf functions, the Options → Gameplay graphics rows) | | `src/switch_nx.c` | Switch log device, env file, exception handler, loading screen | | `config/seed_functions.json` | entry points the static pass cannot see | | `xboxrecomp/` | the toolkit (MIT), vendored with this port's changes: NV2A renderers (Vulkan, OpenGL), SDL audio, Switch platform layer, kernel and translator fixes | | `tools/regen.sh` | XBE → lifted C (`gen/`, never committed) | | `switch/build.sh` | Switch NRO build + SD-card staging | ## ⚙️ Configuration On Linux these are ordinary environment variables. On the Switch they go in `sdmc:/switch/nfscx/nfscx_env.txt`, one `KEY=VALUE` per line (`#` starts a comment); the log lists each one as `[switch] env KEY=VALUE`. Anything left out runs at its default. Most of the list is for debugging, so the sections below are folded. ```ini # sdmc:/switch/nfscx/nfscx_env.txt RECOMP_FRAME_LAG=1 RECOMP_GL_THREAD=1 RECOMP_GIL_EAGER=1 RECOMP_GL_SCALE=1.5 ```
Build and code generation | Variable | Meaning | |---|---| | `XBOXRECOMP_DIR` | Toolkit to build or regenerate with (default: the vendored `xboxrecomp/`). | | `NFSC_XBE` | `default.xbe` to lift (`tools/regen.sh`). | | `NFSC_GEN_DIR` | `tools/regen.sh`: directory for the lifted C (default `/root/nfscx/gen`). | | `NFSU2_GEN_DIR` | CMake / `switch/build.sh`: the lifted C to build. | | `NFSU2_GAME_SRC` | `switch/build.sh`: extracted disc to stage (default `/root/nfscx/game`). | | `SD_ROOT` | `switch/build.sh`: staging SD-card root (default `/switch_sd`). | | `BUILD_DIR` | `switch/build.sh`: build directory. | | `JOBS` | `switch/build.sh`: parallel compile jobs (6 fits `-O2` in RAM). | | `VULKAN=1` | `switch/build.sh`: build the Vulkan renderer (`nfscx-vulkan.nro`). | | `LTO=1` | `switch/build.sh`: link-time optimisation (`nfscx[-vulkan]-lto.nro`, next to the normal one). | | `NVK_SDK`, `GLSLANG_DIR` | `switch/build.sh` with `VULKAN=1`: mesa-switch NVK install and Switch glslang. |
Game and host | Variable | Meaning | |---|---| | `NFSU2_GAME_DIR` | Extracted disc (Linux; default `./game`). The Switch always uses `sdmc:/switch/nfscx/game/`. | | `NFSU2_GL=0` | Use the executor's CPU renderer instead of the GPU renderer. | | `NFSU2_FPS_CAP=30` | Keep the game's 30 fps cap (default: uncapped, up to 60 fps). | | `NFSU2_APU=0` | With `RECOMP_AC97_READY=plain`: no emulated APU (no sound). | | `NFSU2_SIM_STEPS` | Longest game-time step per frame, in 1/60 s (default 6 = 100 ms; 3 = the original 50 ms cap, which slows races below 20 fps). | | `NFSU2_EXIT_TRACE=1` | Print the guest state at exit. | | `RECOMP_WIDESCREEN=0` | Tell the game the TV is 4:3 (default 16:9). | | `HOME`, `XDG_DATA_HOME` | Linux: fallback save directory (`$XDG_DATA_HOME/xboxrecomp`, else `~/.local/share/xboxrecomp`) when none is configured. The game's own saves go to `/UDATA`. |
Switch (Horizon) | Variable | Meaning | |---|---| | `NFSU2_NO_LOG=1` / `NFSU2_LOG=0` | No log file, no `[perf]` reports, no profiler. | | `NFSU2_LOG_SYNC=1` | Write every log line to the card at once (slow; for hangs). | | `NFSU2_LOADER=0` | No loading screen (logo + bar) before the first frame. | | `RECOMP_NX_PROFILE` | Sampling profiler into `prof.bin`: 1 = busy threads, 2 = every thread above 2%. | | `RECOMP_NX_PROFILE_AFTER=` | Start the profiler after s seconds. | | `NFSU2_CPU_MHZ`, `NFSU2_GPU_MHZ`, `NFSU2_MEM_MHZ` | Overclock (opt-in; more heat and battery). The log shows `[clock] ...`. | | `RECOMP_NX_SHM=1` | Guest RAM from shared memory instead of code memory. | | `RECOMP_NX_AUDIO_PRIO=0` | Leave the APU and SDL audio threads at priority 59 (default: above the game threads). | | `RECOMP_NX_GUEST_RT=1` | Run the time-critical guest thread (EA mixer) at a real-time host priority. | | `RECOMP_NX_JOYCON=single` | One sideways Joy-Con per player. | | `RECOMP_NX_JOYCON_ROTATE=0` | Don't rotate the sideways Joy-Con stick. | | `RECOMP_GUEST_ONE_CORE` | 1 = pin guest threads to one core, 2 = guest threads only (interrupts float). |
Scheduling and kernel | Variable | Meaning | |---|---| | `RECOMP_GIL=0` | No guest lock (guest threads run in parallel; races the title's streaming). | | `RECOMP_GIL_EAGER=1` | Hand the guest lock over by guest priority (main thread and time-critical threads pre-empt). | | `RECOMP_KERNEL_FAST=0` | Release the guest lock in every kernel call, even the cheap time queries and IRQL changes. | | `RECOMP_FRAME_LAG=1` | Wait on the previous frame's fence instead of the current one (game and GPU work overlap). | | `RECOMP_VBLANK` | Vblank interrupt for D3D (default 1). | | `RECOMP_WORKERS=inline` | Run the title's worker routines inline instead of on threads. | | `RECOMP_ASYNC_IO=1` | Asynchronous NtReadFile. | | `RECOMP_CS_MODE=single` | Every guest critical section behind one recursive lock. | | `RECOMP_NATIVE=0` | Use the lifted culling/math functions instead of the native C versions. | | `RECOMP_NATIVE_CHECK=1` | Run both and report any difference. | | `RECOMP_QUIET` | 1 = no periodic kernel/GPU summaries (Switch default), 0 = show them. | | `RECOMP_NO_LOG=1` | No `xbox_kernel.log`. | | `XBOX_LOG_LEVEL` | Kernel log level (0 errors … trace). | | `RECOMP_KERNEL_LOG_BUDGET` | Kernel calls logged before the log goes quiet. |
Graphics (GL and Vulkan renderers) | Variable | Meaning | |---|---| | `RECOMP_PB_EXEC` | Execute the NV2A pushbuffer (default 1; the title draws through it). | | `RECOMP_GL_SCALE` | Render resolution multiple, 0.5..4 (fractions allowed). Vulkan: only until Options → Gameplay → Resolution Scale is changed (default there 1.5x). | | `RECOMP_GL_SCALE_X` | Vulkan: horizontal multiple, if different; overrides Square Pixels. | | `RECOMP_VK_SQUARE=0` | Vulkan: no square pixels in 16:9, whatever Options → Gameplay says. | | `RECOMP_VK_MIPS=0` | Vulkan: no mipmaps (distant textures shimmer, the old look). | | `RECOMP_VK_ANISO` | Vulkan: anisotropic filtering, 1..16 (default 16; 1 = off). | | `RECOMP_VK_LOD_BIAS` | Vulkan: mip bias, negative = sharper (default -0.25). | | `RECOMP_VK_FXAA=0` | Vulkan: no FXAA (plain scaled blit to the screen). | | `RECOMP_VK_FXAA_SUBPIX` | Vulkan: FXAA sub-pixel smoothing (default 0.25). | | `RECOMP_GL_THREAD=1` | GL renderer: GL calls on their own thread. | | `RECOMP_GL_DIRECT=0` | Convert every vertex to float4 instead of uploading it as stored. | | `RECOMP_GL_DXT=0` | Decode DXT textures on the CPU instead of uploading them compressed. | | `RECOMP_GL_SHARED_Z=0` | One depth buffer per colour surface (old behaviour; lights show through walls). | | `RECOMP_GL_TEX_MB` | Texture cache budget in MB (least recently used go first). | | `RECOMP_PROG_CACHE` | Shader/pipeline cache file (`progcache.bin`), `=0` off. | | `RECOMP_VP=0` | No vertex programs (their batches are skipped). | | `RECOMP_GL_DUMP=[,every]` | Write presented frames as BMP (every N frames, default 60). | | `RECOMP_GL_WATCH=` | Log draws into or sampling that address, with pixel read-backs. | | `RECOMP_GL_TRACE=1` | Shader sources and compile/link errors. | | `RECOMP_GL_FINISH=1` | Wait for the GPU after every operation (finds the call that hangs it). | | `RECOMP_FPS_LOG=1` | Presented frames per 10 s. | | `RECOMP_VK_HEADLESS=1` | Vulkan on Linux: no window (also implied by `SDL_VIDEODRIVER=offscreen`). | | `RECOMP_VK_VALIDATION=1` | Vulkan on Linux: Khronos validation layer. | | `RECOMP_VK_TRACE=` | Vulkan: name every step of the first n draws/clears/flips. | | `RECOMP_TEX_STATS=1` | List each texture format and size decoded. | | `RECOMP_TEX_STATE=1`, `RECOMP_TEX_DUMP=`, `RECOMP_TEX_DUMP_EVERY=` | Texture register state; dump textures to BMP. | | `RECOMP_FB_DUMP=`, `RECOMP_FB_WINDOW=1`, `RECOMP_FB_VA=`, `RECOMP_FB_WINDOW_DUMP_EVERY=` | Framebuffer window / dumps (CPU presenter). | | `RECOMP_FFP_TRACE`, `RECOMP_SKIP_TRACE`, `RECOMP_TRACE_FLIP=`, `RECOMP_PB_EXEC_VERBOSE`, `RECOMP_PB_UNHANDLED_ALL`, `RECOMP_PB_SCAN`, `RECOMP_NV2A_TRACE`, `RECOMP_RASTER_TEST`, `RECOMP_FIND_NAN`, `RECOMP_FIND_QUAD` | Pushbuffer / NV2A debugging traces. | | `RECOMP_FMV_HOST`, `RECOMP_FMV_DUMP=` | Host-side movie player (off) and movie frame dumps. |
Audio | Variable | Meaning | |---|---| | `RECOMP_AUDIO=0` | No host audio device (the APU then paces by wall clock). | | `RECOMP_AUDIO_VOLUME` | Master volume 0..100 (default 50; output is soft-limited to −6 dBFS). | | `RECOMP_AUDIO_BLOCKS` | Host queue depth in 256-sample blocks (default 8, Switch 12). | | `RECOMP_AUDIO_DUMP=,,` | Record the exact PCM sent to the device (48 kHz s16 stereo), written once full. | | `RECOMP_APU_VOICE_DUMP=,,,` | Record one APU voice before/after its filter (float32) and log its registers once a second (v0F4 = menu music). | | `RECOMP_AC97_READY` | AC97 codec presence for DirectSound (default `plain`). | | `RECOMP_APU_MIXDOWN_ALL=0` | Mix only bins 0/1 to stereo instead of every bin. | | `RECOMP_APU_DSP_ACK=`, `RECOMP_DSP_ACK=` | Acknowledge DSP command doorbells at these guest addresses. | | `RECOMP_APU_TRACE=1` | Front-end methods and a per-second voice summary (disturbs the audio itself). | | `RECOMP_APU_RING_STATS=1` | Stale ring-voice reads every 10 s (Linux; always on in the Switch `[perf]` report). |
Input | Variable | Meaning | |---|---| | `RECOMP_USB` | Emulated OHCI USB with the pads (default 1). | | `RECOMP_USB_PADS=1` | Only one pad (default two). | | `RECOMP_USB_PORT`, `RECOMP_USB_PORT2` | Root port of pad 1 / pad 2 (0-based). | | `RECOMP_USB_HC`, `RECOMP_USB_NDP` | Host controller for the pads and its number of ports. | | `RECOMP_PAD_LAYOUT=position` | Map buttons by position (Xbox layout) instead of by label. | | `RECOMP_PAD_SCRIPT`, `RECOMP_PAD2_SCRIPT` | Timed presses, e.g. `4000:start:300,9000:a:200` (ms from the first pad read). | | `RECOMP_PAD_PRESS=` | Press these buttons periodically. | | `RECOMP_KEYBOARD=1` | Keyboard as a pad (Linux). | | `RECOMP_RUMBLE=0` | No rumble. | | `RECOMP_RUMBLE_TRACE=1`, `RECOMP_INPUT_DIAG=1`, `RECOMP_KEY_TRACE=1`, `RECOMP_USB_TRACE=1` | Input debugging traces. |
Debugging | Variable | Meaning | |---|---| | `RECOMP_WATCHDOG_SECS=` | Snapshot the main guest thread after s seconds without progress (and exit). | | `RECOMP_WATCHDOG_KEEP=1` | Keep running after the watchdog snapshot. | | `RECOMP_WATCH=`, `RECOMP_WATCH_RAW=1` | Name the guest code that changes a guest dword. | | `RECOMP_KERNEL_WATCH=`, `RECOMP_KERNEL_WATCH_ALL=1` | Sample a guest dword around every kernel call. | | `RECOMP_PEEK=`, `RECOMP_PEEK_CHAIN=` | Print guest dwords / follow a pointer chain periodically. | | `RECOMP_POKE=` | Write guest dwords at boot. | | `RECOMP_TRAP_NULL=1` | Fault on guest null-page access. | | `RECOMP_UNIMPL_TRAP=1` | Abort at the first unimplemented instruction. | | `RECOMP_IRQL_TRACE=1` | Log the first IRQL transitions. | | `RECOMP_CS_WATCH=`, `RECOMP_CS_TRACE_CRT=1` | Critical-section tracing. | | `RECOMP_TRACE_ARGS=`, `RECOMP_TRACE_DEREF=1`, `RECOMP_TRACE_BUDGET`, `RECOMP_TRACE_PROFILE=1` | Function-entry traces (functions chosen at regen) and a call profile. | | `RECOMP_FORCE_RETURN` | Read but currently has no effect. |
## 🚦 Status | Platform | State | |---|---| | 🐧 Linux | Intro movie, title, profile, Career menu with the 3D car, races; 30-60 fps | | 🎮 Switch hardware | Bring-up: GL and Vulkan NROs build and boot | Still open: hardware testing of the tiled-framebuffer fix, collision with some hittable objects, cube maps, bump/dot-product texture modes, fixed-function lighting. ## 📚 More - [`CLAUDE.md`](CLAUDE.md): detailed engineering notes
Need for Speed and Need for Speed: Carbon are trademarks of Electronic Arts. This is an unofficial fan project, not affiliated with or endorsed by EA or Microsoft.