Xbox 360
The Lord of the Rings: Conquest
1 project on the board for the Xbox 360 version: 1 recomp, 0 decomp.
- About the game
- Wikidata
| Kind | Project | Claimed | Claimed through | Maintainer | Description (the repository's) | Works from (serial) | Toolchain | Status | Runs on | Version | Last commit | Started | Licence | Language | Repository | Approach (owner's) | Notes (owner's) | Tags | ID |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| recomp | The Lord of the Rings: Conquest 360 Recompiled | claimed | its .recomp.json file | Juansolo457 | The Lord of the Rings: Conquest (Xbox 360) statically recompiled for PC and Steam Deck, Vulkan. Source only, bring your own disc. | (USA/Asia) | Rexglue | In progress | Windows | 2026-10-29 | 2026-10-29 | MIT | Python | public | The 360 default.xex statically recompiled to x86-64 C++ with ReXGlue, a game-specific runtime standing in for the Xbox, drawn by the SDK's Xenos renderer on Vulkan only (no D3D12). Windows first, then | Boots on Windows through the logos and menus into the Training level, which plays with correct rendering except the screen-space distortion effects (Pandemic's Magellan engine, Havok, Scaleform, Wwise). Fixed so far: levels washed out to white (the game reads its exposure luminance back from a resolve on the CPU) and blown-out audio (a 2^x underflow in the code generator). Next: the campaign, screen-space distortion effects, then Linux. No game data included: bring your own Xbox 360 copy. | vulkan, steam-deck | the-lord-of-the-rings-conquest-juansolo457 |
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