A native Windows port of Phantom Crash, rebuilt in modern C++ with SDL3 and Direct3D 11. You supply your own game disc: this repository contains no game files, executable, text or Xbox firmware.
This is an unofficial fan project, not affiliated with, endorsed or sponsored by Genki, Phantagram or any other rights holder of Phantom Crash, nor by Microsoft. Phantom Crash and the names of its companies, characters and robots belong to their owners; Xbox is a trademark of Microsoft.
To play, download the Windows x64 ZIP from
Releases
and run Start Game.bat. You need:
- Windows 10 or newer, with a Direct3D 11 graphics card
- your own Phantom Crash (Europe) Xbox disc image, trimmed XISO or full Redump. The game installs from it on first start (about 3.5 GB) and does not need it again.
- optional: your European S.L.A.I. PS2 disc image (SLES-52940), for the S.L.A.I. content pack
- optional, for LAN play: the game allowed through the firewall on private networks (UDP 29641 and 29642)
Nothing else to install: no Python, and the Visual C++ runtime comes with the game. Setup, updating and release notes: Windows release setup.
To build from source: Visual Studio 2022 with the C++ workload,
CMake 3.25+, PowerShell 7.4+ and Python 3.11+ (pytest for the tests).
The research tools also need Ghidra 12.1.2 and Java 21.
pwsh -NoProfile -File .\scripts\build-port.ps1 -Test # build and test
.\scripts\extract-game.ps1 # install the game data from your disc
.\launch.bat # rebuild if needed and playPicture
- Any resolution, windowed or fullscreen; widescreen 3D with a choice of 4:3 or widescreen HUD (menus and movies stay 4:3)
- Frame-rate cap from 30 to 144 fps, or unlimited; VSync
- Optional dynamic lighting and shadows (with light beams on night stages), SMAA anti-aliasing and an "original softness" look; the original's depth blur, distortion and colour tint can be switched off
Controls
- Keyboard and mouse aiming as well as controllers; every key, button, stick and trigger can be rebound in Settings
Multiplayer
- LAN co-op: one player hosts from COOP, the others pick the game from a list
- Local split-screen co-op for up to four players (experimental, off by default)
Game
- A live RUMBLING: each area's contest fights on while you choose, and you join the battle as it stands (up to 16 robots an area)
- The weapon stats the original hides (fire rate, range, spread, homing and more) on a second page in the shops and ASSEMBLE
- New CHIPs (three cats and seven specialists) and three new money tiers in the supply drops
- The optional S.L.A.I. content pack, installed from your PS2 disc
- Cheats (all off by default) and a level select under Tools
Modding
- The screens, timings and rules are editable JSON in
data\; a file inmods\replaces the original at the same path - Experimental: MechAssault's weapon effects, converted from your own MechAssault disc
- Using and developing the port: extracting the disc, data and mods, command-line options, controls and every ported screen
- Features: widescreen, dynamic lighting, post-processing, local co-op, S.L.A.I., custom CHIPs, supply boxes, cheats, MechAssault effects
- Research: Ghidra tooling, European baseline; the tools and references used, including the xemu_decomp emulator fork, are in NOTICE.md
Only process a disc you are entitled to use. Never commit or distribute the
disc image, default.xbe, extracted assets, the game's text,
BIOS/MCPX/EEPROM/HDD images, or Xbox SDK libraries. The ignore rules exclude
the default locations; game text in data\ goes in as {xbe:0x...}
references (see Data and mods).