Zelda 64 Recompiled brings Majora's Mask to PC through static recompilation, with Ocarina of Time planned next.
XenonRecomp
XenonRecomp recompiles Xbox 360 games into native executables using a static recompilation tool.

About XenonRecomp
XenonRecomp converts Xbox 360 executables into C++ code that can be recompiled for any platform. It converts PowerPC instructions with handling for CPU state, endianness, and VMX instructions, and includes XenonAnalyse for function boundary analysis and jump-table detection.
It does not provide a runtime, so the converted code will not function correctly without one built by the user. MMIO is unimplemented, some instruction variants and D3D unpack/pack operand types are missing, and jump-table detection may need changes for different games.
Key features
- Converts Xbox 360 executables into C++ code for recompilation
- Handles PowerPC memory access with big-endian to little-endian conversion
- Implements VMX instructions using x86 intrinsics and SIMD Everywhere
- Resolves indirect calls through runtime perfect hash table
- Detects jump tables and generates TOML for switch cases
- Exports memory regions as macros in ppc_config.h
- Converts Xbox 360 code to C++ that can be recompiled for any platform
- Implements many PowerPC and VMX instructions for x86 and ARM64
- Includes analysis tooling for function boundaries and jump tables
- No runtime is included; making the game work is the user's responsibility
- Generated C++ output is not very human-readable
- MMIO for operations such as XMA decoding is unimplemented
XenonRecomp at a glance
- Category
- Gaming › Mods & Fan Projects
- Type
- Open-source project
- Pricing
- Not confirmed. Check the site
- Open source
- Yes · Source code
- Language
- English
- Last checked
- Oct 5, 2026 · Online when checked
- Listed
- Oct 5, 2026
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XenonRecomp FAQ
Does XenonRecomp include a runtime to run games?
Is the generated C++ readable like decompiled code?
Does it support MMIO such as XMA decoding?
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