Evidence at a glance #
Based on the linked sources. The author's reported result and independent confirmation are separate checks.
- AI involvement
- Reported models: Claude. Tools: ReXGlue SDK, NativeXRenderer, CMake, Ninja, LLVM/Clang 23, Inno Setup. The writeup below describes the work attributed to AI.
- Reported result
- Partial. This is the directory's source-based outcome classification.
- Independent confirmation
- Not reported.
- Human work and limitations
- The project is an early release. Users must supply their own game assets; the provided executable contains only the recompiled code. The repository includes a launcher that manages game settings, achievements, and updates.
Original sources
What was done #
A static recompilation of the Xbox 360 game Pirates of the Caribbean: At World's End to native Windows, utilizing the ReXGlue SDK and NativeXRenderer for Vulkan-based graphics.
PiratesAtWorldsEndRecomp is a static recompilation of the 2007 Xbox 360 title Pirates of the Caribbean: At World's End for native Windows. The project translates the original PowerPC code into C++ and compiles it using the ReXGlue SDK. Graphics are handled by NativeXRenderer, which provides a Vulkan-based renderer to draw Direct3D calls natively on the GPU, though an Xenos emulation path derived from Xenia remains available as a fallback. The project requires users to provide their own original game files from an Xbox 360 disc or ISO image. While the game has been successfully played through its initial levels, the author reports that later levels have not yet been tested. Development commits credit Claude Opus 5.5 as a co-author for various documentation and implementation tasks. Building the project requires LLVM/Clang 23 and specific Git configurations to manage path length limits. Source code and documentation are available on GitHub.
Reproduce it #
Download the latest release from the GitHub repository. Run the launcher, provide an ISO of the original game for file extraction, and select play options.