Gears1-ReCogged
Gears of War (2006)
- Status
- In game
- Platforms
- Linux x86-64 (Vulkan)
- Game release
- Title 4D5307D5, disc release (extracted from your own copy)
- Repository
- JTM-rootstorm/Gears1-ReCogged
- SwARc
platforms/xbox360(commits)- Updated
- 2026-11-10
The game’s PowerPC code is recompiled ahead of time to C++. For now the port is built on ReXGlue, which recompiles it and runs it on Xenia’s kernel and an emulated Xenos GPU. Gears is the reason SwARc grew its Xbox 360 module: the port moves onto that module, which already lifts the game and runs its start-up, as the module matures. Nothing draws there yet.
Status
- Plays from the menu through a new game and the intro cutscene into gameplay, with a controller or keyboard and mouse.
- Fixes to the emulated GPU found here:
- an NVIDIA device loss and random black spikes on skinned characters, both from a shader translation bug (case fallthrough);
- the red tint and wrong lighting on the default render target path, from a gamma conversion done in the wrong direction and the host’s 2x MSAA sample positions mirroring the console’s;
- depth bias applied in exact units (
VK_EXT_depth_bias_control) for flicker-free blood pools and decals, merged into Xenia Canary (#1289).
- A native renderer has begun, replacing the emulated GPU at the game’s own Direct3D level, in a window of its own beside the emulated one: the game’s shaders translated ahead of time from its packages, its textures with every mip level, its vertex and index buffers (re-read only when the game writes them), and its render targets with their clears and resolves. Every kind of draw is captured.
Known issues
- Stray black polygons from the game’s MSAA predicated tiling, worked around with a patch that is on by default.
Next
- The native renderer drawing frames on its own: its shaders and state next.
- Native seams for the rest of the system layer (input, audio, files, threads), so ReXGlue becomes a scaffold.
- The move onto SwARc’s Xbox 360 module; later macOS on arm64.
Recent commits
- README: the ReXGlue branch it needs, the port's switches and the repository's layout
- README: what the port is, its status, how to build and run it
- Native renderer: render targets, Clear, Resolve and every draw kind
- FINDINGS: import call counts on the debug runtime
- Native renderer: find changed buffers with write watches