Oratan-recomp
A native PC version of Cyber Troopers Virtual-On Oratorio Tangram M.S.B.S. Ver.5.66, made by recompiling the 2009 Xbox Live Arcade release with ReXGlue, adding enhanced features like higher resolutions and split-screen multiplayer.
- Type: PC port
- Game: Cyber Troopers Virtual-On Oratorio Tangram
- Runs on Windows
- By kitaaaaaa
- Latest release 0.3.0, 2026-10-11
- Source: https://github.com/kitaaaaaa/Oratan-recomp
README
Oratan-recomp
A native PC version of Cyber Troopers Virtual-On Oratorio Tangram M.S.B.S. Ver.5.66, made by recompiling the 2009 Xbox Live Arcade release with ReXGlue, adding enhanced features like higher resolutions and split-screen multi-player.
Note
Alpha. The game is playable from start to finish. Please report bugs.
[WARNING: THIS VERSION IS NOT A SIMULATORY SYSTEM - ALL REGISTERED USER DATA WILL BE TRANSMITTED TO THE DEPLOYED VIRTUAROID SYSTEM MEMORY BANK]
How to play
You need your own copy of the Xbox Live Arcade game. No game files are included here.
- Download the latest
Oratan-recomp-…-win64.zipfrom Releases and unzip it anywhere. - Add your game to the
assetsfolder inside it (see below). - Double-click
oratan.exe.
Windows 10 or 11 (64-bit) with a DirectX 12 graphics card is required.
Adding your game
Copy the game's Xbox Live Arcade package file into assets. It is a single
file named 2A944528D84678B7C9F0270A564B8E653520EF72, found on an Xbox 360
under Content\0000000000000000\58410985\000D0000\ (or in Xenia's
content folder). It is unpacked automatically the first time you start the
game.
Already-extracted files (default.xex and the media folder) work too.
Controls
- Xbox controllers work as on the console.
- F1 opens Options (resolution, anti-aliasing, anisotropic filtering, VSync, fullscreen, local versus).
- Alt+Enter switches between fullscreen and a window. To move the game to another monitor: Alt+Enter, drag the window over, Alt+Enter again. The choice is remembered.
A log is written to the logs folder next to oratan.exe; attach it to bug
reports.
Graphics
F1 → Resolution offers the original 1280×720 and native 1920×1080, 2560×1440 and 3840×2160. The original game draws its 3D scene into a 1024×1024 image and stretches it onto the 720p screen. The native modes draw the scene and the HUD at exactly the chosen size instead, so the image is sharp rather than upscaled. Shadows stay at the original resolution (the game clears them through a trick that only works there). Changing the resolution needs a restart; the Options window offers a Restart now button.
With a native resolution:
- Anti-aliasing: Off, 2× MSAA or 4× MSAA (the game's own setting). Applies to the 3D scene and needs a restart.
- Anisotropic filtering: Off to 16×, applies immediately. Keeps floors and other surfaces seen at shallow angles sharp.
All native modes run at 60 fps on a mid-range DirectX 12 graphics card (tested on an RTX 2080, including 4K).
Local two-player versus (experimental)
The Xbox Live Arcade release only had online versus. With two controllers connected:
- Press F1 and tick Player 2 controls the opponent and Split screen during battles. Split display picks the layout: staggered (player 1 top-left, player 2 bottom-right), side by side, or one monitor per player (the window spans two side-by-side monitors, like the arcade's twin cabinets). Swap sides puts player 1 on the right. With one monitor per player, Alt+Enter switches between spanning the two monitors and a normal window you can move. To use other monitors (say 2 and 3 of three), press Alt+Enter, drag the window over them, and press Alt+Enter again. The monitors are remembered.
- Start any match (Training or Arcade) with controller 1. Controller 2 takes over the opponent robot, and each player gets their own view side by side.
Controller 2 also takes over Arcade bosses when they appear such as Ajim, Bradtos and Tangram. A player-controlled Bradtos can open up to expose its core with a guard-turbo attack, though not every time. P2 as Tangram has not been tested.
Unticking Player 2 controls the opponent mid-match hands the opponent back to the CPU. With split screen on but player 2 control off, the second view shows the LIVE MONITOR camera from Observer mode. With split screen on, Arcade's Continue and Game Over screens are also shown twice, side by side.
Online versus (experimental)
Two players on different PCs can play versus over the internet or a local network. The game has to start in step on both PCs, so starting or leaving a session restarts it.
- Player 1 hosts: press F1, open Netplay, pick Host, and press Host (restarts the game). The game restarts and waits for player 2. The panel lists this PC's addresses to give player 2.
- Player 2 joins: press F1, open Netplay, pick Join, type the
host's address and port (for example
192.168.1.20:7000), and press Join (restarts the game). - Once connected, both games start together and play from the title screen. Player 2 drives the opponent, and each player sees their own robot.
Both PCs need the same game files, save data and settings. Over the internet, the host forwards the UDP port (7000 by default) to their PC, or both players use a VPN such as ZeroTier or Tailscale. Input delay (set by the host) hides network lag: 3 suits a local network, 4-5 a connection of about 40 ms. The panel says when the game had to wait for the other player often, and warns if the two games fall out of sync. Leave netplay restarts the game offline. If the other player disconnects, the game carries on offline after 10 seconds.
Hidden stages and Bradtos (Training)
The game has stages and a boss that its menus never offer. In Training:
- Stage select: press LB or RB (or Page Up / Page Down) to switch to a second page. The two slots after RANDOM become DISTORTED SHRINE (the mid-boss stage) and TANGRAM (the final stage). They have no preview art of their own and show the SANCTUARY 2 and SPACE STATION cards. Press again to switch back.
- Character select: with the cursor on AJIM, press LB or RB to switch that slot to BRADTOS (and back). The slot keeps a generic picture while it is BRADTOS. As the CPU opponent, BRADTOS plays its Arcade intro and defeat scenes.
Other unlisted stages and robots (SPACE CARRIER, TANGRAM CORE, the TANGRAM robot, and BAL-BADOS' stage forms BAL-KEROS and BAL-BAROS on other stages) crash or misbehave and are left out.
Status
| Single player Arcade mode (start to finish) and Training | Working, 60 fps |
| Other modes (Score Attack, Customize), saving | Working, minimally tested |
| Native 1080p / 1440p / 4K, anti-aliasing, anisotropic filtering | Working, 60 fps |
| VSync, windowed mode | Working |
| Local two-player versus with split screen | Working, experimental, see above |
| Hidden stages (Distorted Shrine, Tangram) and Bradtos in Training | Working, see above |
| Online versus (netplay, F1 → Netplay) | Experimental, tested on one PC; see above |
| Original Xbox Live / System Link menus | Not supported (netplay replaces them) |
Building from source
Only needed if you want to work on the project.
- Install Visual Studio 2022 with Desktop development with C++, plus LLVM/Clang 20+, CMake 3.25+ and Ninja.
- Build ReXGlue SDK v0.10.0 from source with the patches in
sdk-patches/, installing it to a folder of your
choice (the SDK prefix). The stock prebuilt SDK zip also works, minus the
VSync option; its prefix is the
win-amd64folder inside the zip. - Put your game files in
assets/. - Configure and build (the first build recompiles the game, which takes a few minutes):
cmake --preset win-amd64-release -DCMAKE_PREFIX_PATH=<SDK prefix> cmake --build out\build\win-amd64-releasebuild.batdoes the same and also finds portable tools in a sibling..\tools\folder. python tools/package_release.py <version>makes the release zip.
| Path | What |
|---|---|
oratan_manifest.toml | Recompiler settings (entry XEX, setjmp/longjmp) |
oratan_config.toml | Hand-fixed function boundaries for this game |
src/ | The PC side: startup, paths, patches |
tools/ | Analysis and packaging scripts |
generated/default/ | Recompiled code (generated locally, not committed) |
Legal
Unofficial fan project, not affiliated with or endorsed by SEGA or Microsoft. Virtual-On is a trademark of SEGA. Character design by Hajime Katoki. No copyrighted game data is provided.
Credits
- ReXGlue, the recompilation SDK
- Xenia, whose emulator code the runtime builds on
- XenonRecomp, which pioneered this approach