Def Jam: Fight for NY — Fan Recomp

# Def Jam: Fight for NY — Recompiled [![CI](https://github.com/vyanhursky/DefJamFFNY-recomp/actions/workflows/ci.yml/badge.svg?branch=main)](https://github.com/vyanhursky/DefJamFFNY-recomp/actions/workflows/ci.yml) [![Release](https://img.shields.io/github/v/release/vyanhursky/DefJamFFNY-recomp)](https://github.com/vyanhursky/DefJamFFNY-recomp/releases) [![License: MIT](https://img.shields.io/badge/License-MIT-blue.svg)](LICENSE) Bring **Def Jam: Fight for NY** to Windows, macOS and Linux, including the Steam Deck. This unofficial native port recompiles the original Xbox game for your computer, with higher rendering resolution, modern controller support, local multiplayer and optional HD textures. **The port is playable and still improving.** Menus, fights and tested Story routes work, including the intro, character creator, crib and gym. See [known issues](docs/known-issues.md) and the [latest release notes](https://github.com/vyanhursky/DefJamFFNY-recomp/releases/latest) for current limitations. You need **your own supported USA Xbox dump**. Setup checks your dump and builds the game on your machine. PS2 and GameCube copies cannot be used. **[Get the latest setup](https://github.com/vyanhursky/DefJamFFNY-recomp/releases/latest)** · [Install guide](docs/setup-installer.md) · [Documentation](docs/README.md) · [Report a problem](https://github.com/vyanhursky/DefJamFFNY-recomp/issues/new/choose) ## Gameplay ![Blaze and Doc face-off: original 4:3 framing versus wider 16:9, with faithful HD textures on both sides](docs/media/widescreen-comparison.png) **4:3 versus 16:9 widescreen:** the same fight moment, with faithful HD textures and native macOS rendering at 2× scale. The wider view reveals more of the arena while keeping the fighters and HUD in proportion. ![Three-second fight preview showing strikes and a knockdown](docs/media/gameplay-preview-compact.gif) Silent three-second preview exported at 20 fps; its cadence is not a game performance measurement. [Download the longer 60-fps MP4](docs/media/hd-16x9-gameplay.mp4). **[Compare 4:3 and widescreen, original and HD textures, and see the launcher and overlay](docs/media/README.md)** ## Features - **Native across three platforms.** Windows x64 uses Direct3D 11; Apple Silicon Macs and x86-64 Linux use Vulkan. Steam Deck runs the Linux version natively. - **60-fps gameplay.** The port targets 60 frames per second, with performance depending on your hardware, chosen settings and the scene. - **Sharper rendering.** Choose 1×–4× internal resolution, a resizable window or borderless full screen. - **Widescreen (beta), available now.** Since v0.9.0, Windows, macOS and Linux/Steam Deck support wider 16:9 and 16:10 views. The 3D view widens while the HUD and menus keep their shape; original 4:3 remains available. - **Optional HD textures.** Setup can generate faithful 4× texture packs locally from your dump on Windows, macOS and Linux. Original textures remain available. - **Controllers and keyboard play.** Xbox, DualSense, Switch Pro and other supported gamepads, with remapping, hot-plug and rumble. Keyboard and mouse buttons can supply gameplay bindings; the launcher and settings support a pointer. - **Up to four local players.** Play with gamepads and a keyboard player. Network multiplayer is not supported. - **Settings before and during play.** Use the launcher or open the overlay with F1 or a configured controller shortcut. Changes are saved locally; settings that require a restart are marked. The overlay does not pause the game. - **Optional faster startup.** Skip the legal screen and startup movies to reach Press Start after initial loading. Enable it under General → Debug; Story and attract-mode movies still play. - **EA's developer menu, restored.** The game's own debug menu, cut off in the retail build, opens from the overlay (Debug tab): set up any match with any fighters, venue and match type, play any Story scene, or look at a venue in the stage viewer. See [The developer menu](docs/developer-menu.md). - **Local saves.** Profiles, settings and generated texture packs live in your data folder, which setup preserves through updates and repairs. ## Get started 1. Have your own USA Xbox disc image or extracted dump matching the [supported dump manifest](config/dump-manifest.json). 2. Download the setup for your platform from the [latest release](https://github.com/vyanhursky/DefJamFFNY-recomp/releases/latest). 3. Choose your dump, install folder and data folder. Enable HD texture generation if you want it, then let setup verify, recompile and build the game. 4. Open the launcher, choose your display and input settings, and select **Play**. | Platform | Setup download | Guide | |---|---|---| | Windows x64 | `DefJamSetup--windows-x64.exe` | [Windows setup](docs/setup-installer.md) | | macOS, Apple Silicon | `DefJamSetup--macos-arm64.dmg` | [macOS setup](docs/setup-installer.md#macos-setup-apple-silicon) | | Linux x86-64 / Steam Deck | `DefJamSetup--linux-x64.tar.gz` | [Linux setup](docs/setup-installer.md#linux-setup) | Setup builds from your dump rather than downloading a precompiled game. The [install guide](docs/setup-installer.md) covers platform requirements, unsigned-app prompts, disk space, updates and repairs. HD generation needs additional disk space and install time. Prefer a manual source build? Use [Build and play](docs/build-and-play.md) for Windows or [Build on macOS and Linux](docs/build-macos-linux.md). ## Customize your game Use the launcher or F1 overlay to change display settings, controls and texture packs. The same options are stored in `settings.ini` in your data folder. - [Launcher and overlay](docs/launcher-and-overlay.md) - [Controllers, keyboard and mouse](docs/10-input.md) - [Settings reference](docs/settings-reference.md) - [HD texture packs: generate, install and enable](docs/hd-textures.md) ### Texture packs and mod support **Available now:** local texture replacement packs, including the faithful HD packs generated by setup. Packs can be enabled and ordered through the Textures page. The [texture guide](docs/hd-textures.md) describes formats, load order and supported resources. **Proposed:** broader data overrides and a curated mod list managed from the launcher, with downloads and updates handled by a separate helper. This is an [unscheduled design proposal](https://github.com/vyanhursky/DefJamFFNY-recomp/pull/17). New fighters, stages, music replacements and code/gameplay mods are not released modding capabilities. ## Where the project is heading The project aims to preserve the original game's experience while making it easier to play and customize on modern computers. | Direction | Goal and current stage | |---|---| | Engine optimizations | Improve performance on low-spec machines, stay up to date with [xboxrecomp](https://github.com/sp00nznet/xboxrecomp), and contribute improvements upstream. | | Port accuracy | Keep the visuals, tone and gameplay feel faithful to the original Xbox game. | | Fully unlocked frame rates | Support frame rates above 60 fps while preserving game speed, timing and gameplay feel. Future work; not supported by the current release. | | Widescreen refinement | Beta released in [v0.9.0](https://github.com/vyanhursky/DefJamFFNY-recomp/releases/tag/v0.9.0) on Windows, macOS and Linux/Steam Deck. Improve edge cases and broader aspect/venue coverage; 21:9 and 32:9 remain experimental. | | Broader mod support | Enable modified game modes, difficulty changes and restored cut content. The [mod-system design proposal](https://github.com/vyanhursky/DefJamFFNY-recomp/pull/17) is not scheduled; texture packs work today. | | Build and release automation | Improve automation and the gameplay test harness so shipping builds have reliable, repeatable validation. | | Deeper gameplay decompilation | Long-term stretch goal. | These stages describe current work, not promised release dates. See the [PC features plan](docs/07-m6-plan.md), [roadmap](docs/01-plan-review.md#corrected-roadmap-milestones-with-exit-criteria) and [improvement backlog](docs/04-improvement-backlog.md) for detail. ## Compatibility and known limits The released build targets Windows x64, Apple Silicon macOS and x86-64 Linux. Steam Deck has automated regression coverage and maintainer playtesting; Proton is untested. Performance varies with hardware, settings and scenes. Steam Deck audio distortion and Story tutorial performance remain under investigation. Check both [known issues](docs/known-issues.md) and the [latest release notes](https://github.com/vyanhursky/DefJamFFNY-recomp/releases/latest). Some release-specific fixes and validation limits appear in the notes first. ## Help improve the port [Report a problem](https://github.com/vyanhursky/DefJamFFNY-recomp/issues/new/choose) with your version, operating system, CPU/GPU, controller, reproduction steps and relevant log lines. Remove personal paths and keep game files, saves and memory dumps out of reports. With the [play-test recorder](docs/playtest-recorder.md) on, F9 (or View + left stick click) saves the last seconds of play as a bug bundle to attach. See [Contributing](CONTRIBUTING.md) for reporting guidance, development setup and the tests a change needs. Bug fixes, platform testing and documentation improvements are welcome. The [gameplay test harness](docs/09-testing-harness.md) explains automated game checks and their limits. GitHub CI also runs checks that need no game data; a passing CI badge does not establish full campaign compatibility. ## How it works The [xboxrecomp](https://github.com/sp00nznet/xboxrecomp) toolchain translates the Xbox executable into C, which is compiled ahead of time. The game's code runs through an Xbox compatibility runtime, with graphics, audio and input supplied by your computer. This is a static recompilation port; deeper gameplay decompilation remains future work. The repository distributes maintained port code, build tools and documentation. It does not distribute a disc image, playable game data, translated game source or a compiled game executable. The repository does include selected approved screenshots and branding artwork; those retain their original ownership. ## Credits and licensing Maintained by **vyanhursky**, with development assistance from Claude Code and Codex. Built on **sp00nz's xboxrecomp** and work from the Xbox emulation community, including xemu hardware references and attributed toolkit components. [Burnout 3](https://github.com/sp00nznet/burnout3) and [Mercenaries Recompiled](https://github.com/KraftMacAndChee/Mercenaries-Recompiled) are related projects that helped shape the documentation. The project's code is [MIT licensed](LICENSE). Toolkit components retain their own licenses; see the [toolkit NOTICE](https://github.com/vyanhursky/xboxrecomp/blob/4bff2573127c5499ad795d58ddd90159240520bd/NOTICE) and [license texts](https://github.com/vyanhursky/xboxrecomp/tree/4bff2573127c5499ad795d58ddd90159240520bd/LICENSES). The license grants no rights to the game or its artwork. This is an unofficial fan project, not affiliated with Electronic Arts, AKI or Def Jam. Def Jam: Fight for NY and its assets belong to their respective owners.