Robotech: Battlecry: cheviman/robotech-decomp The cheviman/robotech-decomp project has statically recompiled the 2002 Xbox game Robotech: Battlecry into C using the xboxrecomp toolkit, reaching a state where the game boots, plays logo movies, and runs the first mission as of October 2026. The project links the generated C against a custom runtime replacing Xbox kernel, GPU, sound, and controller functions, and has implemented a Direct3D 11 bridge, with full Direct3D 8 to 11 routing, shader support, and full decompilation of game formats still outstanding. Claude Opus 5.5 is credited as a co-author on recent commits covering conformance testing, rumble support, and function naming, and the port targets Windows, Xbox Series, Linux, and Mac with planned higher resolutions, widescreen, DLSS, multiplayer, and modding. 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: xboxrecomp, XbSymbolDatabase, Capstone, CMake, MSVC. 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 uses a static recompilation approach where the game's original XBE is processed into C code. It is not an emulator. The project explicitly states that it contains no game data or game code, requiring the user to provide their own copy of the game. Original sources What was done A project to create a native port of Robotech: Battlecry by statically recompiling the original Xbox executable into C. The port aims to support modern features like higher resolutions, widescreen, and DLSS on Windows, Xbox Series, Linux, and Mac. The robotech-decomp https://raw.githubusercontent.com/cheviman/robotech-decomp/HEAD/README.md project is a native port of the 2002 Xbox game Robotech: Battlecry . Rather than using emulation, the project uses xboxrecomp to statically recompile the original Xbox executable into C code. This generated code is linked against a custom runtime that provides replacements for the Xbox kernel, GPU, sound, and controller inputs. The project aims to bring the game to Windows, Xbox Series, Linux, and Mac, with plans for higher resolutions, widescreen support, frame rate improvements, DLSS, multiplayer, and modding. As of October 2026, the project has successfully recompiled the executable, identified thousands of functions, and implemented a Direct3D 11 bridge for rendering. The game is currently capable of booting, showing logo movies, and playing the first mission. Development is ongoing, with work remaining on full Direct3D 8 to 11 routing, shader support, and full decompilation of game formats. Claude Opus 5.5 is credited as a co-author on recent commits related to conformance testing, rumble support, and function naming. Reproduce it Requirements include Python 3.10+, CMake 3.20+, and MSVC. Clone the xboxrecomp toolkit, provide the game files in a local 'game/' directory, run the pipeline tool to analyze and recompile the XBE, and build the resulting C code using CMake and MSVC.