xboxrecomp-conker
xboxrecomp-conker is a native PC port of Conker: Live & Reloaded for Windows and Linux, offering widescreen support and customizable graphics settings.
- Type: PC port
- Game: Conker: Live & Reloaded
- Runs on Windows and Linux
- By Txukie
- Latest release v0.4.0, 2026-10-30
- Source: https://github.com/Txukie/xboxrecomp-conker
README
Conker: Live & Reloaded — static recompilation
⚠️ Alpha. Expect bugs, and keep a copy of your saves. / Versión alfa. Puede tener errores: guarda una copia de tus partidas.
English
What this is
A native PC version of Conker: Live & Reloaded for the original Xbox
(USA release), made by static recompilation. The game's x86 code
(default.xbe) is translated into C ahead of time and compiled into an
ordinary executable. That executable runs on
xboxrecomp, a runtime that
stands in for the Xbox: its kernel, the NV2A graphics chip, the audio
processor, the USB controllers and the hard disk. Nothing is emulated
instruction by instruction: the game's own code runs as native code.
The repository contains no game data. You need your own copy of the game, which is installed the first time you run it.
Status
This project is in alpha: it is playable, but expect bugs, and keep a copy of your saves.
| Area | Status |
|---|---|
| Linux x86-64 | ✅ Builds and runs; released as an AppImage |
| Steam Deck | ✅ Tested in Game Mode: 30 fps at native 1X render, smooth after the first run |
| Windows x86-64 | ✅ Tested on Windows and under Proton/Wine; released as a zip |
| macOS | 🟡 Supported by the runtime, not yet built for this project |
| Game | ✅ Single-player playable from a new game through the first chapters; later chapters are little tested; multiplayer and Xbox Live are not supported |
| Graphics | ✅ Vulkan: everything is drawn on the GPU, including the game's vertex programs; render resolution 1X to 10X, 30/60/90/120 fps, widescreen |
| Videos, sound, saves, controller | ✅ Working |
| Languages | ✅ English, Spanish, French, German, Italian and Japanese menus and subtitles; voices stay in English |
| Metal renderer | 🔴 Not started |
| Known issues | The first run of each new version compiles its shaders and stutters in menus and loading screens; the CPU fallback renderer (no Vulkan) runs at about 3 fps and shows videos washed out |
Quick start (AppImage)
- Download
Conker-Recomp-<version>-x86_64.AppImagefrom the releases, make it executable (chmod +x) and run it. - The first time, a setup window asks for your copy of the game: a disc
image (
.isoor.xiso, a full Redump dump, or the.7z/.zipholding it) or the folder of an extracted disc (withdefault.xbe). An image is installed once (about 4.5 GB) into~/.local/share/conker-recomp/game; a folder is used where it is and remembered. Only the USA version, the one the code was recompiled from, is accepted. - A game folder or image can also be given as the first argument or in
CONKER_GAME_DIR, which skips the window.
The AppImage needs glibc 2.43 or newer (SteamOS 3.9 has it) and a Vulkan 1.3 driver. It carries its own SDL2, libepoxy, libcrypto, SPIRV-Tools, the C++ runtime, and Qt 6 for the setup window; glibc, the Vulkan loader and the GPU drivers are the system's.
On the Steam Deck, add the AppImage to Steam as a non-Steam game and start it from Game Mode.
Quick start (Windows)
Download Conker-Recomp-<version>-windows-x86_64.zip from the
releases, unpack it
and run conker_recomp.exe. The first time, it asks for your copy of the
game, as above. It needs 64-bit Windows 10 or later and a Vulkan 1.3 driver.
Everything is kept in %LOCALAPPDATA%\ConkerRecomp.
Recomp Options
In the main menu, Options has a third entry under Vibration and Invert
Aim: Recomp Options. Up and down choose a setting; left, right or A
change it; B goes back. Changes apply immediately and are saved in
~/.config/conker-recomp/settings.cfg ($XDG_CONFIG_HOME if set).
| Setting | Values | Default |
|---|---|---|
| Language | English, Español, Français, Deutsch, Italiano, Japanese: menus and subtitles, from the disc's own text (voices stay in English). Applies at the next start | English |
| Display Mode | Windowed, Fullscreen, Borderless Fullscreen | Windowed |
| Aspect Ratio | 4:3, 16:9, 16:10, 21:9, 32:9 (Hor+: wider, not stretched; videos keep 4:3 with black bars) | 4:3 |
| Resolution | The sizes of the chosen aspect ratio: the monitor's modes and, except in Fullscreen, the usual sizes that fit the desktop | The window's default |
| Render Resolution | Original (1X) to 10X | 1X |
| VSync | On, Off | On |
| FPS Limit | 30, 60, 90, 120 (the game times its own frames, so it runs at the right speed above 30) | 30 |
| Allow Skip Cutscenes | Yes: holding LT for a second skips any cutscene, even one not seen before (scenes the game never lets you skip, such as the intro, stay as they are) | No |
| Swing Button | X: see below | Off |
| Weapon | Bat, Frying Pan: see below | Bat |
| Uncensor | Enable, Disable, Update: see below | — |
Swing Button. With X selected, X swings the weapon in one press, as on the Nintendo 64, without the over-the-shoulder camera. The weapon comes out quickly, Conker swings it the way he is facing (pressing again continues the combo), and he keeps running the way the stick points, as without it. The weapon goes away by itself after a moment without a press, or at once when the right stick moves the camera. B and then RT still work as always.
Weapon. Frying Pan gives Conker the frying pan he had on the Nintendo
64 in place of the bat, with the pan's hit sound. The remake only has the
pan in its training level; the first start with it chosen takes the pan's
model out of that level in your own copy of the game (into
~/.local/share/conker-recomp/generated/pan), so nothing of the game is
shipped. The change takes effect when the game is restarted.
Uncensor applies the uncensor patch
(text and audio). Enable downloads it from GameBanana the first time
(about 250 MB; on Linux it needs curl). Its text covers English, Spanish,
French and Italian; German and Japanese subtitles stay as they are, Disable turns
it off without deleting it, and Update looks for a new version. Changes
take effect when the game is restarted.
Main menu
The pub starts on Game 1, and after that on the save slot last played. The first title reads "Online & Co". B on any title asks "Do you want to exit?" (No is picked; left and right choose, A answers, B is No); Yes closes the game. Titles, including the save slots', and this question follow the Language option.
Loading a level shows the game's own loading screen.
Controls
Any controller SDL recognises works, including the Steam Deck's own. On the keyboard, Enter is START and Z is A.
Mods
Each folder in ~/.local/share/conker-recomp/mods/ is a mod, with the same
layout as the game folder (for example mods/mymod/dvddata/aid/text/...).
Its files replace the game's without modifying them. A mod with a file
named .disabled inside is off. When the set of active mods changes, the
game's cache (saves/Cache) is emptied at start.
Where things are kept
| What | Where |
|---|---|
| Installed game | ~/.local/share/conker-recomp/game |
| Saves | ~/.local/share/conker-recomp/saves (second argument or CONKER_SAVE_DIR to change) |
| Mods | ~/.local/share/conker-recomp/mods |
| Pipelines seen, rebuilt at each start | ~/.local/share/conker-recomp/pipelines.bin |
| Settings | ~/.config/conker-recomp/settings.cfg |
Building from source
Needed: GCC, CMake, Ninja, SDL2, libepoxy, OpenSSL, ffmpeg; for Vulkan the
Vulkan headers and loader and glslc (shaderc); for translating the
game's vertex programs on the GPU, glslang (static library) and
SPIRV-Tools; Qt 6 for the setup window (optional). On Arch:
sudo pacman -S --needed base-devel cmake ninja sdl2 libepoxy openssl ffmpeg \
vulkan-headers vulkan-icd-loader shaderc glslang spirv-tools qt6-base
git clone --recurse-submodules https://github.com/Txukie/xboxrecomp-conker
cd xboxrecomp-conker
cmake -S work/conker/project -B work/conker/project/build -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build work/conker/project/build
RECOMP_FB_WINDOW=1 ./work/conker/run_conker.sh /path/to/Conker
cmake --build work/conker/project/build --target appimage # -> appimage/
Use a Release build: at -O0 the recompiled code is many times slower.
The project version is project(conker_recomp VERSION …) in
work/conker/project/CMakeLists.txt; the executable prints it at start.
Without glslang, vertex programs run in a slower interpreter shader;
without Vulkan, the CPU renderer draws.
The Windows build is cross-compiled on Linux with MinGW-w64: see work/conker/packaging/windows/README.md.
Useful environment variables
| Variable | Effect |
|---|---|
CONKER_GAME_DIR, CONKER_SAVE_DIR | Game and save locations |
CONKER_ASPECT=16:9 | Aspect ratio at start (also 16:10, 21:9 or a number) |
RECOMP_RENDERER=cpu | Draw on the CPU instead of Vulkan |
RECOMP_VK_SCALE=<n> | Render resolution at start |
RECOMP_FLIP_PACING=0 | No vblank pacing (uncapped) |
RECOMP_VIDEO_STRETCH=1 | Stretch videos instead of keeping 4:3 |
RECOMP_VK_VERBOSE=1 | Renderer statistics, and a line for every frame over 50 ms |
RECOMP_VK_VALIDATE=1 | Vulkan validation layers |
The rest are listed in work/conker/README.md and in the toolkit's headers.
How it works
- Recompiled code. xboxrecomp's recompiler lifts the 20,029 functions
of
default.xbeinto C (work/conker/project/src/recomp/gen/).recomp_manual.creplaces or hooks the few that need it. - Runtime. The toolkit provides the Xbox kernel calls, memory layout, threads, files and saves, the USB controller model (OHCI), and the audio processor, with output through SDL2.
- Graphics. D3D8 is linked into the game, so it writes NV2A push
buffers directly. The toolkit's executor walks them like the GPU would
and hands each draw to the Vulkan renderer (
external/xboxrecomp/src/vulkan/):- each of the game's vertex programs is translated to GLSL and compiled with glslang;
- the register combiners become specialised fragment shaders;
- pipelines are assembled from separately compiled parts
(
VK_EXT_graphics_pipeline_library), and every pipeline the game has used is rebuilt in the background at the next start.
- Local toolkit changes. These are kept as patches in
work/conker/patches/xboxrecomp/and applied by CMake to the pinned submodule (v0.16.0). They are written to be sent upstream.
Technical notes and the plan for each platform: docs/technical/porting.md.
Repository layout
external/xboxrecomp/: the toolkit (runtime, tools, documentation), a submodule pinned to a release.work/conker/project/: the Conker executable.src/: start-up, settings and menu, the pub, Swing Button, Weapon (frying pan extraction), mods, first-launch setup, host code per OS, manual overrides.src/recomp/gen/: the C generated from the XBE.gfx/: an early set of graphics backends from the start of the port, not used by the game (the renderer in use lives in the toolkit).
work/conker/patches/xboxrecomp/: local fixes to the toolkit.work/conker/packaging/appimage/: the AppImage's launcher, desktop entry, icon and build script.work/conker/packaging/windows/: the Windows zip's dependencies, icon and notes.work/conker/regenerate.sh: regeneratessrc/recomp/gen/from the XBE.docs/technical/porting.md: status and plans.
Credits
- Txukie: project author.
- codepdbh: contributions.
- sp00nznet: xboxrecomp, the toolkit this is built on.
- Claude (Anthropic), through Claude Code: co-author of the commits
(
Co-Authored-By: Claude), the reverse engineering, the toolkit patches and the releases.
Legal
This repository contains no ISO, default.xbe, assets or saves from the
game; you must provide your own legally owned copy. The project is
experimental and is not affiliated with Microsoft, Rare or Xbox.
xboxrecomp includes code derived from xemu under the LGPL-2.1+; see
external/xboxrecomp/NOTICE.
Español
Qué es
Una versión nativa para PC de Conker: Live & Reloaded, de la Xbox
original (versión USA), hecha por recompilación estática. El código x86 del
juego (default.xbe) se traduce a C de antemano y se compila en un
ejecutable corriente. Ese ejecutable funciona sobre
xboxrecomp, un runtime que hace
las veces de la Xbox: su kernel, el chip gráfico NV2A, el procesador de
audio, los controladores USB y el disco duro. No se emula instrucción a
instrucción: el propio código del juego se ejecuta como código nativo.
El repositorio no contiene datos del juego. Necesitas tu propia copia, que se instala la primera vez que lo abres.
Estado
Este proyecto está en fase alfa: se puede jugar, pero puede tener errores; guarda una copia de tus partidas.
| Área | Estado |
|---|---|
| Linux x86-64 | ✅ Compila y funciona; se publica como AppImage |
| Steam Deck | ✅ Probado en modo Juego: 30 fps a resolución original (1X), fluido desde la segunda vez que se abre |
| Windows x86-64 | ✅ Probado en Windows y con Proton/Wine; se publica como zip |
| macOS | 🟡 Soportado por el runtime, aún sin compilar para este proyecto |
| Juego | ✅ El modo de un jugador se puede jugar desde una partida nueva durante los primeros capítulos; los siguientes están poco probados; el multijugador y Xbox Live no funcionan |
| Gráficos | ✅ Vulkan: todo se dibuja en la GPU, también los vertex programs del juego; resolución de render de 1X a 10X, 30/60/90/120 fps, pantalla panorámica |
| Vídeos, sonido, partidas, mando | ✅ Funcionan |
| Idiomas | ✅ Menús y subtítulos en inglés, español, francés, alemán, italiano y japonés; las voces siguen en inglés |
| Renderizador Metal | 🔴 Sin empezar |
| Problemas conocidos | La primera vez que se abre cada versión nueva compila sus shaders y va a tirones en los menús y las cargas; el renderizador de reserva por CPU (sin Vulkan) va a unos 3 fps y muestra los vídeos lavados |
Prueba rápida (AppImage)
- Descarga
Conker-Recomp-<versión>-x86_64.AppImagede las releases, dale permisos de ejecución (chmod +x) y ábrela. - La primera vez, una ventana pide tu copia del juego: una imagen de disco
(
.isoo.xiso, un volcado completo de Redump, o el.7z/.zipque la contiene) o la carpeta de un disco extraído (condefault.xbe). Una imagen se instala una sola vez (unos 4,5 GB) en~/.local/share/conker-recomp/game; una carpeta se usa donde está y se recuerda. Solo se acepta la versión USA, la que se recompiló. - La carpeta o imagen del juego también se puede pasar como primer
argumento o en
CONKER_GAME_DIR, y entonces no aparece la ventana.
La AppImage necesita glibc 2.43 o posterior (SteamOS 3.9 la tiene) y un driver Vulkan 1.3. Lleva su propio SDL2, libepoxy, libcrypto, SPIRV-Tools, la librería de C++ y Qt 6 para la ventana de instalación; glibc, el cargador de Vulkan y los drivers de la GPU son los del sistema.
En la Steam Deck, añade la AppImage a Steam como juego que no es de Steam y ábrela desde el modo Juego.
Prueba rápida (Windows)
Descarga Conker-Recomp-<versión>-windows-x86_64.zip de las
releases, descomprímelo
y abre conker_recomp.exe. La primera vez pide tu copia del juego, como
arriba. Necesita Windows 10 o posterior de 64 bits y un driver Vulkan 1.3. Todo
se guarda en %LOCALAPPDATA%\ConkerRecomp.
Recomp Options
En el menú principal, Options tiene una tercera entrada bajo Vibration
e Invert Aim: Recomp Options. Arriba y abajo eligen un ajuste;
izquierda, derecha o A lo cambian; B vuelve. Los cambios se aplican al
momento y se guardan en ~/.config/conker-recomp/settings.cfg
($XDG_CONFIG_HOME si está definido).
| Ajuste | Valores | Por defecto |
|---|---|---|
| Language | English, Español, Français, Deutsch, Italiano, Japanese: menús y subtítulos, con el texto del propio disco (las voces siguen en inglés). Se aplica al volver a arrancar | English |
| Display Mode | Windowed, Fullscreen, Borderless Fullscreen | Windowed |
| Aspect Ratio | 4:3, 16:9, 16:10, 21:9, 32:9 (Hor+: más ancho, sin deformar; los vídeos conservan el 4:3 con barras negras) | 4:3 |
| Resolution | Los tamaños de la relación de aspecto elegida: los modos del monitor y, salvo en Fullscreen, los tamaños habituales que caben en el escritorio | La de la ventana por defecto |
| Render Resolution | Original (1X) a 10X | 1X |
| VSync | On, Off | On |
| FPS Limit | 30, 60, 90, 120 (el juego mide su propio tiempo por fotograma, así que por encima de 30 va a la velocidad correcta) | 30 |
| Allow Skip Cutscenes | Yes: mantener LT un segundo salta cualquier escena, aunque no se haya visto antes (las que el juego nunca deja saltar, como las de la introducción, siguen igual) | No |
| Swing Button | X: ver abajo | Off |
| Weapon | Bat, Frying Pan: ver abajo | Bat |
| Uncensor | Enable, Disable, Update: ver abajo | — |
Swing Button. Con X, el botón X golpea con el arma de una sola pulsación, como en la Nintendo 64, sin la cámara sobre el hombro. El arma sale enseguida, Conker golpea hacia donde mira (pulsar de nuevo sigue el combo) y sigue corriendo hacia donde apunta el stick, como sin ella. El arma se guarda sola al poco de dejar de pulsar, o en cuanto el stick derecho mueve la cámara. B y luego RT siguen funcionando como siempre.
Weapon. Frying Pan le da a Conker la sartén que llevaba en la Nintendo
64 en lugar del bate, con el sonido de golpe de la sartén. El remake solo
tiene la sartén en su nivel de entrenamiento; el primer arranque con ella
elegida saca el modelo de la sartén de ese nivel de tu propia copia del
juego (a ~/.local/share/conker-recomp/generated/pan), así que no se
distribuye nada del juego. El cambio se aplica al reiniciar el juego.
Uncensor aplica el parche de descensura
(textos y audio). Enable lo descarga de GameBanana la primera vez (unos
250 MB; en Linux hace falta curl). Su texto cubre inglés, español,
francés e italiano; los subtítulos en alemán y japonés se quedan como están, Disable lo
desactiva sin borrarlo y Update busca una versión nueva. Los cambios se
aplican al reiniciar el juego.
Menú principal
El pub empieza en Game 1 y, a partir de ahí, en la partida que se jugó la última vez. El primer título dice "Online & Co". B en cualquier título pregunta "Do you want to exit?" (con No elegido; izquierda y derecha eligen, A responde, B es No); Yes cierra el juego. Los títulos, también los de las partidas, y esta pregunta siguen la opción Language.
Al cargar un nivel aparece la pantalla de carga del propio juego.
Controles
Funciona cualquier mando que reconozca SDL, incluidos los controles de la Steam Deck. Con el teclado, Intro es START y Z es A.
Mods
Cada carpeta en ~/.local/share/conker-recomp/mods/ es un mod, con la
misma estructura que la carpeta del juego (por ejemplo
mods/mimod/dvddata/aid/text/...). Sus archivos sustituyen a los del juego
sin modificarlos. Un mod con un archivo llamado .disabled dentro está
desactivado. Si cambia el conjunto de mods activos, al arrancar se vacía la
caché del juego (saves/Cache).
Dónde se guarda cada cosa
| Qué | Dónde |
|---|---|
| Juego instalado | `~/.local/share/conker-re |