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A static recompilation for PC powered by ReXGlue
Native Direct3D 12 and Vulkan renderer with 60 and 120 FPS • Windows and Linux • DLC support • Seven languages
Installing · Updating · Native renderer and 60 FPS · Build and run · Configuration · Troubleshooting · Support
> [!WARNING] > This project is a work in progress. Expect bugs, crashes, and visual issues; the native renderer, now the default, is the newest part, and Xenos remains available through manual configuration if something does not look right. Keep a backup of your saves and report problems on the [Issues page](https://github.com/jorjbarbosa/naruto-rise-recomp/issues). ## About A PC port of **Naruto: Rise of a Ninja**, originally released for Xbox 360. The project uses the [ReXGlue SDK](https://github.com/rexglue/rexglue-sdk) to translate the game's PowerPC code into C++ and compile it for native execution. The SDK runtime provides system services, audio, and input. The game can be drawn by two renderers, available in the executable: the **native renderer**, the default, which draws the game's Direct3D calls with Direct3D 12 or Vulkan and can present at 60 or 120 FPS, and **Xenos**, the SDK's emulation of the Xbox 360 GPU, as the alternative. Releases target **Windows x64** (ZIP) and **Linux x86-64** (AppImage, native renderer on Vulkan). Presets for other platforms exist, but do not represent complete or verified support for this port. > [!NOTE] > AI tools are used to assist the development of this project. The project's direction, technical decisions, and testing are the maintainer's, who reviews every change before it is published. ## Features **Graphics** - **Two renderers:** the native renderer on Direct3D 12 or Vulkan (default) and Xenos as the alternative. See [Native renderer and 60 FPS](#native-renderer-and-60-fps). - **60 and 120 FPS** with the native renderer, keeping the game's logic at its original rate. - **21:9 and 32:9 ultrawide** with the Xenos renderer, with projection adjustments and anamorphic presentation; configured through `narutorise.toml`. - **Internal resolution from 1× to 4×** (also 1.5× with the native renderer), up to 16× anisotropic filtering, FXAA, FidelityFX CAS/FSR, fullscreen, and VSync. - **Native renderer options:** MSAA (2×, 4×, 8×), transparency antialiasing, brightness, frame latency, and triple buffering. - **Graphics card selection** for both renderers; hybrid laptops use the dedicated card by default. **Content and languages** - **DLC support**, with import from the setup screen or in-game menu and STFS package installation at game startup. Character DLCs use additional recompiled engine modules. - **Game language selection**, with English, French, German, Spanish, and Italian options in Settings → Game; available text and voices depend on your game files. - **External translation mods**, selected in the menu's game language list, with UTF-8 text replacements by ID and fallback to the original English text. Releases include the complete Brazilian Portuguese package. See the [translation mod guide](docs/translation-mods.md). **Menus and distribution** - **Open the game directly:** extract the ZIP, run `narutorise.exe`, and select your original Xbox 360 ISO or a complete extracted copy. The ISO is read in place. - **Setup screen** on first launch, for missing game files, or in safe mode (hold Shift while opening or use `--setup`). - **In-game menu** with Settings, DLC and Exit game: press `F1` or `Back+Start`. Both shortcuts are remappable. The game continues running while menu input is captured. - **Seven interface languages**, shared settings before and during the game, Show FPS, shader progress, update notices and desktop shortcut creation. - **ZIP distribution**, plus a temporary compatibility bridge for older installed copies. - **Native Linux AppImage** with the Vulkan renderer, on Wayland or X11. - **Local diagnostics:** each session keeps its log and, after a crash, a dump; **Settings → Advanced → Diagnostics** exports a session to a ZIP for bug reports. Sending crash reports is opt-in: the first start asks, and nothing is sent before the answer. See [Local diagnostics](docs/crash-reports.md). - **Shader caches:** bundled Xenos storage seeds the user cache; native shaders are translated at build time and embedded in the executable. ## Native renderer and 60 FPS On Xbox 360, the game runs its logic in fixed steps: 30 per second in the open world and 60 in fights. The Xenos renderer keeps those rates. The native renderer can present more frames than the logic produces: | | Xenos | Native (default) | | --- | --- | --- | | How it draws | Emulates the Xbox 360 GPU and the command buffers the game writes for it | Intercepts the game's Direct3D calls and issues them with Direct3D 12 or Vulkan; the shaders are translated when the port is built | | Frame rate | The game's: 30, and 60 in fights | 30, 60 or 120 in Settings (up to 240 in `narutorise.toml`) | | Aspect ratio | 16:9, 21:9, and 32:9 | 16:9, with bars on wider monitors | | Options only in this renderer | Aspect ratio, dithering, `F1`/`F3` overlays | MSAA, transparency antialiasing, frame rate, brightness, frame latency, triple buffering | The native renderer is the default: choose Direct3D 12 or Vulkan and the **Frame rate** under **Settings → Display** (60 by default). Xenos is available by setting `renderer = "xenos"` in `narutorise.toml`; its path does not provide the native setup or in-game menu. Builds without the native renderer use Xenos ([build guide](docs/build-and-run.md#native-renderer-optional)). Above 30 FPS, the game's logic keeps its original step, and the renderer draws the frames in between by interpolating objects, characters' poses, and the camera between the last two logic steps. Game speed, physics, and timing stay those of the console. With VSync on, the rate does not exceed the monitor's refresh rate. The HUD minimap still updates at 30 FPS, and the image trails the logic by one step (up to about 33 ms in the open world). See [Renderers and frame rate](docs/renderers.md) for how it works, its limits, and its known issues, and [Configuration](docs/configuration.md#renderer) for every option. ## Requirements - **Windows:** Windows x64, a GPU and driver compatible with Direct3D 12 or Vulkan (Xenos requires Direct3D 12), and the [Microsoft Visual C++ x64 Redistributable](https://aka.ms/vs/17/release/vc_redist.x64.exe). - **Linux:** x86-64 with glibc 2.43 or newer (check with `ldd --version`), a Vulkan driver (Mesa or NVIDIA) and FUSE. On an older glibc the AppImage does not start; use the Windows ZIP through Proton there. - Your Xbox 360 ISO or a complete extracted copy, including `default.xex`. The source tree does not include game data or DLC packages. - An SDL-compatible controller is recommended. Keyboard and mouse can be configured in Settings → Controls; see [Keyboard and mouse](docs/configuration.md#keyboard-and-mouse). ## Installing Download `naruto-rise-recomp-win-amd64.zip` from the [Releases page](https://github.com/jorjbarbosa/naruto-rise-recomp/releases). Extract it to a writable folder and run `narutorise.exe`. Game data is supplied separately. The ZIP creates `data/` for preferences, logs, saves and DLC packages; `defaults/narutorise.toml` is the factory template. Settings → Advanced can show, open or change the data folder after restart. Linux AppImage uses the XDG data directory by default. See [Data folder and recovery](docs/data-folder.md). On first launch, choose your original Xbox 360 ISO or `default.xex` from a complete extracted copy. The game validates the supported revision and reads the ISO directly. Later launches follow the Show menu at startup preference. Hold **Shift** while opening, or run `narutorise.exe --setup`, to return to setup. Press **F1** or **Back+Start** while playing for Settings, DLC and Exit game. Create a desktop shortcut from **Settings → Advanced**. See the [DLC guide](docs/dlc.md) for additional content. On Linux, download `NarutoRise-