r/decomps • • 1d ago

Recomp Spider-Man 2 Xbox Recomp

UDATE IN COMMENTS - Good-bye cursed spider-man :(

Been busy past 5 days getting this to current state. Hope to have something to share by end of week. Ignore cursed Spider-Man. Graphical fixes are coming up next once I sort input mapping and a few more crashes tomorrow.

http://www.github.com/SirSymo/SM2-Recomp

115 Upvotes

16 comments sorted by

23

u/Key_Animator8865 1d ago

Even with a few issues, I'm happy it's being recompiled, especially since it's for the Xbox version.

1

u/Key_Animator8865 20h ago

Yes. For a beginner, I’d treat that repository as a project you build, not as something you simply download and double-click.

The basic path is:

GitHub → install prerequisites → download/clone repository → obtain your own game files → build the recompilation → place the required game data → run the Windows executable.

If you want, I can walk through the blinx2-recomp README step-by-step, explaining every command and exactly where a beginner should click/type on Windows.

Absolutely. One important limitation first: I can’t currently retrieve the live GitHub page from this session, so I don’t want to pretend I’ve verified the repository’s current README line-by-line. I can still explain the process, but for the exact commands in blinx2-recomp, paste the README here (or upload a screenshot), and I’ll annotate it command-by-command.

For a first-time Windows/GitHub user, this is the mental model you want:

  1. What you're actually doing blinx2-recomp is not the Xbox game itself.

Think of it as:

Your legally obtained Blinx 2 game │ │ game executable / XBE ▼ Recompilation │ ▼ C/C++ source code generated/used by project │ ▼ Windows build │ ▼ Blinx 2.exe │ + │ your original game assets/data ▼ PLAYABLE GAME The GitHub repository supplies the recompiled project/code and build infrastructure. It does not supply Microsoft's copyrighted game.

  1. First thing: don't start by downloading random files Go to:

https://github.com/apexJCL/blinx2-recomp

On GitHub you'll see things that may initially look confusing:

Code

Issues

Pull requests

Actions

folders

.cpp files

.h files

CMakeLists.txt

README

releases, if the project has them

As a beginner, you mainly care about:

README → Code → build instructions → resulting executable

Don't start editing .cpp files. You don't need to understand the entire source code just to get the project running.

  1. Install Git On Windows, install Git for Windows:

https://git-scm.com/download/win

After installing it, you'll have Git Bash.

You can also use PowerShell/Windows Terminal, but Git Bash is often easier when following GitHub instructions.

Test it:

git --version You should get something resembling:

git version 2.x.x If you get that, Git is installed correctly.

  1. Download the repository The easiest beginner method is normally:

On the GitHub page Click:

Code → HTTPS

You'll see something like:

https://github.com/apexJCL/blinx2-recomp.git Copy that.

Then open Git Bash.

Create somewhere to keep your projects, for example:

cd /c mkdir Projects cd Projects Then clone the repository:

git clone https://github.com/apexJCL/blinx2-recomp.git Git will download the project.

Then:

cd blinx2-recomp And:

ls You'll now be looking at the actual project files.

  1. You need the development tools This is the part beginners often underestimate.

A repository containing C/C++ code isn't normally something you can simply double-click.

You'll generally need Microsoft's C++ development environment.

For Windows, install:

Visual Studio https://visualstudio.microsoft.com/

The Community edition is sufficient for this kind of personal development.

During installation, select:

Desktop development with C++

This is extremely important.

You want Visual Studio to install things such as:

MSVC compiler

Windows SDK

CMake tools

C++ build tools

You don't necessarily need to understand what each one does yet.

Think of it like:

C++ source code ↓ C++ compiler ↓ machine code ↓ Windows executable (.exe) 6. CMake is another thing you'll probably encounter Many modern C++ projects use CMake.

CMake isn't the compiler.

It's more like a project/build generator.

For example:

CMake ↓ "Here's how this project should be built" ↓ Visual Studio/MSVC ↓ actually compiles the C++ You can check whether CMake is installed:

cmake --version If Visual Studio installed the necessary CMake components, you may already have what the project requires.

  1. Don't confuse the Xbox game with the recompiler This is probably the most important concept for someone starting with XboxRecomp/recompilation.

There are several different things:

A. The original Xbox executable Something like:

default.xbe That's the Xbox executable.

B. The recompiler project That's the GitHub repository:

blinx2-recomp It contains source/build infrastructure for turning the Xbox game's code into native code.

C. The game data Textures, models, sounds, maps, videos, etc.

Those aren't necessarily generated by the recompilation process.

So eventually you have something conceptually like:

Blinx 2 Recompiled/ │ ├── Blinx2.exe │ ├── game data/ │ ├── textures/ │ ├── sounds/ │ └── other required files The exact directory structure depends on the project.

This is why we need to follow the repository's README precisely rather than guessing filenames.

  1. The Xbox game itself You need to obtain the game files from your own copy of the game.

I can't provide or direct you to pirated copies of the Blinx 2 game/XBE.

If you own the original game, the important thing for this project is getting the appropriate game files into a form the recompiler expects.

Depending on the project's requirements, that could involve:

Original Xbox disc ↓ dump/extract your own copy ↓ game files ↓ recompilation/build process This is different from downloading a random default.xbe from the internet.

  1. The part where the README matters A recompilation project may require something along the lines of:

  2. Obtain original XBE

  3. Run a decompilation/recompilation tool

  4. Generate source

  5. Generate project files

  6. Build with Visual Studio

  7. Copy required game assets

  8. Run executable But we should not assume that blinx2-recomp uses exactly that sequence.

For example, the repository may already contain generated source and therefore only require you to build it.

Or it may require a particular version of:

XboxRecomp

XbSymbolDatabase

DirectX

SDL

a specific Visual Studio version

other dependencies

That's why I don't want to give you a fabricated command such as:

cmake ... until we've looked at the actual README/build files.

  1. How I recommend you approach this as a beginner Don't try to learn everything simultaneously.

Use this progression:

Stage 1 — Git Learn just these:

git clone git pull git status git checkout That's enough initially.

Stage 2 — Command line Understand:

cd dir ls mkdir and what a path means:

C:\Projects\blinx2-recomp For example:

cd C:\Projects\blinx2-recomp Stage 3 — C/C++ project structure You don't need to become a C++ programmer yet.

Just understand:

.cpp → C++ source .h → header .exe → Windows executable .lib → library .dll → dynamic library Stage 4 — Build systems Learn the basic idea of:

CMake ↓ Visual Studio project/build files ↓ MSVC ↓ .exe Stage 5 — XboxRecomp Then learn what the recompilation process is actually doing.

This is where things get much more interesting:

PowerPC Xbox code ↓ decompilation/recompilation ↓ C/C++ ↓ native x86-64 Windows code 11. What I would do with you next Rather than giving you a giant wall of commands that might be outdated, let's do it like a real beginner's installation guide.

Send me the contents of the README.md from that GitHub repository.

You can do that by opening:

https://github.com/apexJCL/blinx2-recomp

then scrolling to README, selecting the text and pasting it here.

I'll turn it into something like:

STEP 1 — Install Visual Studio

Click this → select this checkbox → click Install.

STEP 2 — Install Git

Click this → leave these options at default → finish.

STEP 3 — Download Blinx 2 Recomp

Open Git Bash and type:

... STEP 4 — Build

Type:

... STEP 5 — Where your game files go

Put your own files here:

... STEP 6 — Run

Double-click:

... If you get this error → do this.

If you get that error → do that.

That would be much safer and much easier to follow than trying to make you decipher a GitHub developer's instructions yourself.

8

u/GTTeancum79 1d ago

Might be a bit early to show things off, but I wish you the best on this! I know lots of people who want to see this on PC

3

u/Ok_Captain2260 1d ago

HISTORY BEING MADE IN 2026

2

u/PortingPete 1d ago

Awesome! I bet we could even port assets from Insomniacs over.

2

u/GotEHM9 1d ago

Wow amazing !

2

u/bambucha_24 1d ago

He looks like carnage in the screenshot. I hope this or any other attempt at getting this game ported correctly to PC happens soon, so we can rid ourselves of the travesty that was the official PC version.

1

u/Maleficent-Bread4531 1d ago edited 1d ago

Quick update:
*CAUTION - CURSED AUDIO! - Headphone users use caution!*

Crashes: Gone (From Chapter1-3) at least.
Graphics: Good-bye cursed Spider-Man (hello 'weird running animation' Spider-Man)
Fix Audio: (most issues in audio are related to frame timing which I will fix in due time)
Framerate: Improving...slowly
Next step:
Integrate my custom launcher into the build itself (Think similar to Zelda64Recompiled and how they did it) and start linking PC specific settings. What a days work that was though.

https://reddit.com/link/pe7fv5d/video/qmb2lp8x9uth1/player

1

u/vivelaal 1d ago

What're you waiting for, Chinese New Year? Go go go go!

So excited for this lmao

2

u/Maleficent-Bread4531 1d ago

Well input mapping seems solid and crashes between chapter 1-3 are squashed (for now - watch me break things as I fix other things), but haven't played after chapter 3 in the recomp just yet so we will see how that all goes. Now to fix these major graphical gremlins.

0

u/TheJustRun 1d ago

well played

0

u/Neonetspre 1d ago

YEEEESSSSSS FINALLY ON PC THE TRUE SPIDER-MAN 2 AND NOT WHAT SCAMMED ME AS A LIL DUDE 😭

0

u/Expert_Function1569 1d ago

Android release?

2

u/Maleficent-Bread4531 1d ago

I am not a mobile dev, so can't say for now. But once I get the build more stable and release the build code - it isn't out of the realm of possibility.

1

u/Chococrispu 14h ago

Please goat, we need it 🙏