Xbox static recompilation for Nintendo Switch and Linux
The original Xbox (NTSC-U) release of Need for Speed: Carbon, lifted instruction by instruction to C and running natively, with no emulator.Features
Native code: the whole game runs as recompiled C, built with xboxrecomp
Two renderers: Vulkan (NVK on Switch) and OpenGL, with render scaling up to 4x
Audio through an emulated Xbox APU, with 5.1 downmixed to stereo
Pads through an emulated Xbox USB host (OHCI), Joy-Con and Pro Controller on Switch, SDL controllers on Linux
Shares its runtime with the NFSU2 port (Carbon uses the same XDK 5849 libraries)
Playing on Switch
- Copy the NRO to
sdmc:/switch/nfscx/(nfscx.nrofor OpenGL,nfscx-vulkan.nrofor Vulkan). - Copy the extracted disc (not the ISO) to
sdmc:/switch/nfscx/game/. - Start it with title takeover: hold R while launching any game. Applet mode leaves too little memory.
Code:
sdmc:/switch/nfscx/
├── nfscx.nro or nfscx-vulkan.nro
├── nfscx_env.txt optional settings, KEY=VALUE per line
└── game/
├── default.xbe
├── NFS/
└── ...
nfscx_env.txt (see Configuration); the log (nfscx_log.txt) and the shader cache are written to the same folder.v0.1
Initial release!- Fully functional with good performance.
- Much of the engine rework was already completed as part of the nfsu2-sw port.
- Extract the archive contents to
\switch_sd\switch\nfscx\. - Optionally, install the NSP forwarder. (No need to reinstall if already installed)
- Extract the contents of the game ISO (using XISO) into the
gamefolder (\nfscx\game\).
Do not overwrite your existing Save folder.
https://github.com/antoxa2584x/nfsuc-sw/releases






