# GRAW 360 Recompiled The Xbox 360 **Tom Clancy's Ghost Recon Advanced Warfighter** (2006), the console-exclusive Red Storm version with the third-person camera and the Cross-Com drone, statically recompiled to run natively on PC. > Unofficial. **No game data included.** Bring your own Xbox 360 disc. Releases, when there are > any, are source only: you build from your own disc. ## What it is A **static recompilation**: the game's PowerPC code is translated to x86-64 C++ ahead of time with [ReXGlue](https://github.com/rexglue/rexglue-sdk), and a game-specific runtime stands in for the Xbox. Not an emulator, not a decompilation. The same approach and toolchain as [fear360-recomp](https://github.com/Juansolo457/fear360-recomp); the project conventions borrow from [Lost Odyssey Recomp](https://github.com/freefrank/LostOdysseyRecomp). ## Status **Boots, with work left in each mode.** The disc holds three programs, each recompiled separately, and the front end hands over between them as the console did: - the front end (start screen, menus) works; - Instant Action and co-op load and play, but the 3D view is still black (HUD, menus and the drone camera draw); - the campaign program boots to its Campaign menu; starting a mission is next. - [docs/PLAN.md](docs/PLAN.md): the plan to the title screen, phases, exit criteria, risks - [docs/FINDINGS.md](docs/FINDINGS.md): what the disc and the executable are - [docs/HANDOFF.md](docs/HANDOFF.md): current state, how to build and run, where things live ## Build and run (Windows) ```powershell pwsh -NoProfile -File tools/extract.ps1 -Iso 'D:\path\to\your\graw.iso' # ~4.8 GB into port/assets pwsh -NoProfile -File tools/build.ps1 # front end: codegen + build pwsh -NoProfile -File tools/build.ps1 -Project port-mp # Instant Action / multiplayer pwsh -NoProfile -File tools/build.ps1 -Project port-yeti # campaign pwsh -NoProfile -File tools/smoke.ps1 -Seconds 60 -Captures 3 # headless boot check pwsh -NoProfile -File tools/launch.ps1 -Windowed -Scale 1 # run it ``` Supported executable: `default.xex` title `555307D5`, SHA-256 `295ac4de…c023a` (USA/Europe multilingual disc). The toolchain (ReXGlue SDK, LLVM 20, CMake, Ninja) is reached through the `.tools/` junction; see [docs/HANDOFF.md](docs/HANDOFF.md). ## Layout ``` port/ the front end (default.xex): manifest, src/ (host code shared by all three), assets/ (your disc, ignored) port-mp/ Instant Action, co-op and multiplayer (GR3Xenon_Release.exe) port-yeti/ the campaign (Yeti_Final_Xenon.exe) tools/ extract, build, launch, smoke, window capture, XDVDFS reader, XEX inspector/decryptor, import survey docs/ plan, findings, handoff private/ your captures, logs and decrypted images (ignored) ``` ## Legal - No assets, executables, generated code, keys or proprietary code are distributed. Never attach builds or game files to a release. Before pushing, run `python -I tools/audit_repo.py` (CI runs it too). - Three sets of terms, file by file in [NOTICE](NOTICE), full texts in [LICENSES/](LICENSES/): - **MIT** ([LICENSE](LICENSE)): our own tools, docs and glue. - **GPL-3.0-or-later** ([LICENSES/GPL-3.0.txt](LICENSES/GPL-3.0.txt)): `port-yeti-nx/src/native/` (fear-nx ← Project8Recomp ← nfsmw-nx); the port-yeti-nx build that links it is GPL. - **BSD-3-Clause**: ReXGlue (with Xenia's notices), its `rexglue init` scaffolding and our SDK patches in `tools/patches/`. - Ghost Recon is a trademark of Ubisoft Entertainment. Not affiliated with Ubisoft, Red Storm Entertainment, Ubisoft Paris or Microsoft. ## Credits - Red Storm Entertainment and Ubisoft Paris: the game - Tom Clay and contributors: [ReXGlue](https://github.com/rexglue/rexglue-sdk); the [Xenia](https://github.com/xenia-project/xenia) team - Inspiration: [Lost Odyssey Recomp](https://github.com/freefrank/LostOdysseyRecomp), [UnleashedRecomp](https://github.com/hedge-dev/UnleashedRecomp), [fear-nx](https://github.com/infriker/fear-nx) - Built with [Claude Code](https://claude.com/claude-code)