McRae05-XBE-Recomp
McRae05-XBE-Recomp is a native PC port of Colin McRae Rally 2005 for Windows with extended graphics options and controller support.
- Type: PC port
- Game: Colin McRae Rally 2005
- Runs on Windows
- By projectedan
- Latest release v0.1.0-beta, 2026-10-28
- Source: https://github.com/projectedan/McRae05-XBE-Recomp
README
Colin McRae Rally 2005 - XBE Recomp
An unofficial native PC port of the original Xbox version of Colin McRae Rally 2005, with extended graphics options and other enhancements. A PC version of the game already exists, however it does not feature modern controller support or 64bit support. This port aims to provide an easily accessible way to enjoy a classic arcade rally game.
This port was created using the Xbox XBE Recomp tool.
Note
This project does not include any game assets. You must provide the files from your own legally acquired copy of the game to install or build.
Important
Only the US (NTSC) Xbox version of the game is supported. The European and other releases have a different
default.xbe and will most likely crash; the port warns at start if it finds one. The supported default.xbe has
the SHA-1 fea919b18610e640aa0a40e41c566a4a453eaccb. The PC version of the game will not work.
Installation
- Put your game files in the
assetsfolder. This can be an ISO, or the extracted data files. - Run
CMR2005.exe. The first start compiles the game's code for your PC, this only happens once. - Recomp settings can be adjusted in
settings.tomlbeside the exe.
Features
Settings Overlay
Press F1, or Back + Start on a controller, to open the overlay menu over the game (the game blurs behind it).
Changes apply at once and are saved to settings.toml.
Display
- Display mode - Fullscreen, borderless or windowed, at any resolution.
- Frame pacing - A steady 60 fps cap with even frame times (the game steps its physics once per frame, so it stays at 60).
- Brightness and gamma - Adjust the picture from 50% to 150%.
- Frame counter - Optional on-screen FPS.
Graphics
- Render resolution - Renders well above the console's 640x480, scaled to your output resolution.
- Anisotropic filtering - Up to 16x.
- Anti-aliasing - FXAA or SMAA.
- Shader cache - Compiled shaders are kept in
shader_cachebeside the exe, so stutter from shader compiles only happens the first time each one is seen. - Fixes - Corrected road and track rendering, brightness and gamma, depth of field, the loading screen logo and the speedometer's warning lamps.
Audio
- The game's own audio effects (reverb, engine filtering) run as on the console, on an emulated Xbox audio DSP.
- Surround folded down to stereo; the mix levels can be adjusted in
settings.toml(mix_keys).
Controller
Supports Xbox, PlayStation and Switch controllers, with hot plugging and rumble.
Mods
- Texture packs - PNG images in
textures\replacementbeside the exe replace the game's textures, at any resolution, and update while the game runs. Setdump_textures = trueinsettings.tomlto save the game's own textures totextures\dumps, already named as their replacements must be. - File overrides - Files in a
modsfolder beside the exe replace the game's files of the same path.
Miscellaneous
- Skipped logo - The "Codemasters presents" screen at start is skipped (the Dolby and Codemasters videos still play).
- Boot Splash - Place a
splash.png(or.bmp) beside the exe to display a splash screen at launch.
System Requirements
Minimum
- OS
- Windows 10 64-bit
- GPU with support for Direct3D 12
Building
1. Clone the Repository
Clone this repository using Git.
2. Add the Required Game Files
Place your extracted game data files in the assets folder. default.xbe must be there, with the game's folders beside it.
3. Install Dependencies
Install Visual Studio 2022 with Desktop development with C++, C++ Clang tools for Windows and C++ CMake tools for Windows (build.bat offers to add the last two).
4. Build the Project
Run build.bat. The first build recompiles the game and takes a while. The exe is written to out\build\release.
Credits
- Xbox XBE Recomp, the recompiler and runtime this is built on.
- XenonRecomp for the overridable function layout and instruction hooks.
- Zydis for decoding x86 instructions, toml++ for the configs, Dear ImGui for the settings overlay and SDL for the window, input and controllers.
- SMAA by Jorge Jimenez and others for the SMAA anti-aliasing option (
sdk/third_party/smaa). - Lato and Archivo Black (SIL Open Font License) for the overlay menu on systems without Windows' own fonts, such as Proton (
sdk/third_party/fonts). - xemu's DSP56300 interpreter and DSP DMA unit, which run the game's own audio effects (
sdk/third_party/xemu-dsp).
License
This port is free software under the GNU General Public License, version 3. It includes xemu's DSP code
(GPL-2.0-or-later and LGPL-2.1-or-later, see sdk/third_party/xemu-dsp), so builds that contain it are distributed
under the GPL. The SDK in sdk/ keeps its own MIT licence (sdk/LICENSE) for the parts that come from it. No game
code or data is included: you supply your own copy of the game.