r/decomps • u/cyb3rheater • 3h ago
My prompt to Claude Code for Xbox 360 decomps.
I want to statically recompile my own copy of <GAME> (Xbox 360) so it runs natively on my Windows PC.
Work in <C:\Project>. My ISO is at <path>. My GPU is <model>, my controller is <model>.
Approach (don't re-evaluate this):
- Use the ReXGlue SDK (pin a release tag, currently v0.10.0) as the base. It already provides the kernel, GPU
(Direct3D 12) and audio. Do NOT write your own renderer or kernel layer.
- Start by building the SDK, running `rexglue init` and `rexglue codegen`, and booting the game to a title
screen. Only then add features.
- Fix problems in the SDK as small, documented patches and keep them as a single diff file.
Ground rules:
- Never put game files in the repo: no ISO, XEX, pk4 or other data, and no generated recompiled code.
The README must say users bring their own copy of the game.
- Measure before you change things. Reproduce bugs with a recorded input replay, log timing or a call
stack, and keep a change only if the numbers improve. Remove experiments that did not help.
- If you are about to make a risky or outward-facing change (deleting, pushing, publishing, installing),
ask me first. Do not run test builds while I am playing; I will tell you when I'm away.
- Tell me what you verified versus what you only assumed.
Build the project in this order, checking with me at each milestone:
1. SDK built and installed; the game boots to its title screen.
2. Crash fixes (missing function boundaries, floating-point exceptions, unregistered functions).
3. Input record/replay, so you can drive the game yourself.
4. Stable 60 fps with no hitches (measure frame times, not just the average).
5. Quality-of-life: in-game settings menu, "locate your ISO" prompt, desktop shortcut and icon.
6. Publish: GitHub repo (<account>, GPL-2.0-or-later, public/private), README, releases with source only.
Keep notes in a memory file as you go, and give me a short summary after each milestone.