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sal063/AC6_recomp

AC6Recomp: a native PC port of Ace Combat 6 built on a static recompiler

static Recomp of AC6 with Rexglue

550 stars25 forksC++BSD-3-Clause

At a glance

What is it?
AC6Recomp recompiles the Xbox 360 PowerPC build of Ace Combat 6: Fires of Liberation to x86-64 so the game runs natively on Windows, using the ReXGlue SDK, and it ships no game data of any kind. The README is blunt that the project is work in progress, that rendering still comes from the vendored RexGlue and Xenia backend, and that a strong GPU is needed because the native renderer does not exist yet.
Who is it for?
Adopt AC6Recomp if you own a US region copy of Ace Combat 6 and want it running natively on Windows at 60 frames per second with ultrawide support, resolution scaling and texture replacement, since the recompilation approach is what makes those features possible at all.
Can I use it commercially?
Yes. BSD-3-Clause is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 62 days ago.
What is it written in?
Mainly C++, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What static recompilation actually buys you

AC6Recomp is described as a native PC port of Ace Combat 6: Fires of Liberation built on top of the ReXGlue SDK. The mechanism is in the repository description: the Xbox 360 PowerPC game code is statically recompiled to x86-64, while visible rendering currently remains authoritative in the vendored RexGlue and Xenia graphics backend.

That sentence contains both the promise and the current limitation, so it is worth taking apart.

The recompilation part means the actual game logic, the missions, the flight model and the mission scripting are translated from PowerPC machine code into native x86-64 code and run on the processor. That is a different thing from emulation, where the original code is interpreted at runtime, and the difference is visible in the results. A recompiled game runs at the speed of native code, and the code it runs is code your operating system, your driver and your graphics API can see and optimise, which is what makes the resolution scaling and the high resolution terrain possible at all.

The graphics part is the caveat. The visible rendering still comes from the vendored RexGlue and Xenia graphics backend, which is the emulation side of the stack. The README states the consequence plainly in the fixes section: performance is a known issue with the recomp, and because a native renderer is not yet implemented, a powerful GPU is recommended to be able to run the game at 60 frames per second at high resolution.

So this is a port in progress, in the literal sense. The CPU side of the game has been translated, and the GPU side is still being emulated. That is also why the fix list below is a list of renderer workarounds rather than engine improvements.

The audience is narrow and self-selecting: people who own the game, want a modern PC experience of a 2007 console title, and are willing to run a work in progress to get there.

The caution notice, and what the disclaimer excludes

The README opens with a caution block, and the wording is worth quoting in full because it sets expectations that the rest of the document then meets: this project is still work in progress, it can boot and run in-game, but bugs, crashes, and missing functionality should be expected.

Then there is the disclaimer, and it is the part that determines whether you can use this at all.

The project is an unofficial, non-commercial fan effort. It is not affiliated with, endorsed by, or associated with Bandai Namco Entertainment, Project Aces, or Microsoft, and Ace Combat 6 and all related assets, characters and trademarks are the property of their respective owners.

The second paragraph is the one that matters practically. The repository contains source code only, it does not contain and will never contain any game data, and to use the software you must supply your own legally obtained copy of the game. No game files, disc images, DLC packages, title updates or console keys are distributed here, and none may be committed to the repository.

The software is provided as-is, without warranty of any kind. It is experimental, so you should expect bugs, crashes, and visual or audio differences from the original console release. And the last instruction is a prohibition rather than a disclaimer: do not redistribute builds bundled with game data.

Those four constraints together describe the whole legal shape of the project. The code is a reimplementation in the same way that a clean-room port is, and the absence of game data is enforced as a repository rule, not just as a promise. The .gitignore at the root and the repository layout, with a tools directory, a thirdparty directory and a docs directory, are consistent with a project where the data is expected to live outside the tree entirely.

The practical consequence for a reader is that you can read, build and study the code freely, and you can run the game if you own it.

Requirements that narrow the field quickly

The Quick Start Guide has a requirements table, and it is short enough to state in full because each row eliminates a group of machines.

The operating system is Windows 10 or 11, 64-bit. There is no Linux or macOS build mentioned anywhere in the README, which is a decision rather than an omission, since the project is built with CMake and a Visual Studio toolchain would be the assumption.

The processor must support AVX2. The README gives the generations precisely: Intel 4th generation Core, from 2013, or newer, and AMD Zen, from 2017, or newer. That is a hard requirement rather than a recommendation, so a machine from before 2013 cannot run this at all.

The GPU must be capable of Direct3D 12, and the README ties the two together in the same row by describing the requirement as a Direct3D 12 capable GPU.

The game data must be your own legally obtained copy of Ace Combat 6, and the parenthetical is emphatic: US region only, Europe and Japan is not supported. That is a hard functional limit rather than a legal one, since the disc and its data differ between regions.

The README then adds a caveat that most projects would not: the system requirement does not guarantee that the recomp will perform well on your system. Given the note about the native renderer not yet existing, that is a reasonable warning rather than boilerplate.

So the addressable audience is a Windows 11 machine from the last decade with a Direct3D 12 capable graphics card and a US copy of the game. If any one of those is missing, this project is not the route, and there is no partial path.

The settings file, the console variables and the forward slash trap

The configuration is a TOML file named ac6recomp.toml, created beside the executable on first run, and it is where the console variables live.

The variables fall into groups and the naming makes the grouping obvious. The plain ones match the game's own options: user_language, with 1 for English and 2 for Japanese, fullscreen, and the resolution scale pair draw_resolution_scale_x and draw_resolution_scale_y, where 1 is 1280 by 720, 2 is 2560 by 1440 and 3 is 3840 by 2160. The ac6_ prefixed ones are the recomp's own additions: ac6_unlock_fps, which allows framerates above the stock 30, ac6_dynamic_vblank, which keeps menus and cutscenes at their native 60 Hz pacing while gameplay runs at your target rate, ac6_performance_mode, which reduces logging and diagnostic overhead, and ac6_widescreen with ac6_widescreen_cinematics for the optional ultrawide hor+ mode, where the menus and hangar stay 16:9 and the in-engine cinematics can be widened as well.

Then the quality toggles, ac6_terrain_hd for drawing terrain at the full shipped resolution and removing the cracks that appear over mountains, ac6_fullres_effects for native resolution clouds, smokes, trails and afterburner effects, and the input ones, ac6_kbm_enabled and ac6_kbm_config, the latter pointing at a bindings file whose edits are picked up live. ac6_texture_swaps_enabled turns on the texture replacement modding, and ac6_cursor_hide_seconds hides the mouse cursor after a period of inactivity.

The README gives concrete recipes: for 1440p set both scales to 2, for 2160p or 4K set them to 3, and for 1440p ultrawide set the x scale to 3 and the y scale to 2.

And then there is the warning that matters most:

In the .toml file, use forward slashes in paths. A single backslash is an escape character, and one bad line silently voids the entire file, sending every setting back to its default.

That failure mode is genuinely nasty. Nothing errors, the game starts, and your configuration has simply been discarded, which is why the README also points at the in-game F4 overlay where most options can be browsed and changed live.

Fixes as switches: isolating a problem by turning it off

The features list is introduced with a sentence that explains how the project ships improvements: everything listed is on by default unless noted, and each fix can be turned off individually. The fixes table repeats the rule from the other direction, saying these are on by default and exist so a problem can be isolated, and that turning one off restores the original behavior, bugs included.

That is a thoughtful approach to a port that is still finding its own bugs. A user who sees flickering clouds can flip ac6_effect_mode_fix to true, which the README flags as important, and the user whose artifacts are worse without the fix can flip it back and know the difference is the fix rather than the patch version.

The named fixes cover a range of renderer problems. ac6_effect_mode_fix is for flickering clouds and afterburner effects. ac6_fix_scaling addresses the upscaling mosaic on deferred passes above 1× scale. ac6_fix_deswizzle handles mosaic and streak artifacts from the game's manual texture de-swizzle, which is a detail that tells you how deep the work goes, since it is a bug in the original's own texture pipeline that only shows once you render above the console's native resolution. ac6_fix_dof corrects cutscene depth of field striping and ghosting above 1× scale, ac6_fix_trails restores invisible missile and jet trails, ac6_fix_water_line removes lines across open water seen at a grazing angle, ac6_flare_drop_quad2 removes the faint rectangle around the sun, and ac6_cutscene_resync keeps cutscene video locked to its audio.

Read as a group, these are the specific symptoms of running 2007 console rendering code at 1440p or 2160p on a modern pipeline. Each one is a case where the original's assumptions no longer hold.

The README's own request is that most of the known issues have been fixed and asks for reports if more are found, which is the right way to run a project whose user base is effectively its test suite.

The build, the licence and a release line still in beta

The repository is a CMake project, with a CMakeLists.txt at the root, a CMakePresets.json for the build configurations, a cmake directory, a src directory, a thirdparty directory, a tools directory, a docs directory and a setup_and_build.bat script for Windows. The .gitmodules file is there because the third party code, including the ReXGlue and Xenia pieces the README refers to as vendored, is pulled in as submodules rather than committed.

There is also an ac6recomp_config.toml at the root, which is the template the configuration is generated from, and that is how the shipped defaults and the documented variable list stay in step.

The release history is short and clearly labelled as unfinished. The three tags are v1.0.0-beta.2 from 2026-08-17, whose title names Gamer Profile and Save Corruption fixes, v1.0.0-beta.1 from 2026-08-09, titled Native resolution effects, and v1.0.0-beta from 2026-08-09, titled Initial release version. All three landed within nine days of each other in August 2026, and the last push to the repository was on 2026-08-22.

The licence is BSD-3-Clause, with the LICENSE file at the root of the repository. For a project whose code is a recompilation of someone else's game logic, the licence covers the port code and the surrounding tooling, not the game, and the disclaimer is explicit that the game and its assets remain the property of their owners.

Two details in the steps deserve a mention because they are the parts of the quick start people trip over. The game data goes next to the executable, either as the .iso disc image or as an assets folder containing the extracted game files, and extracted DLC packages can be placed next to the executable in a folder named dlc. And on first run the executable creates ac6recomp.toml beside itself, so the settings file is generated rather than shipped, which is why the initial configuration is a no-brainer and the forward slash warning matters afterwards.

Editorial conclusion

Adopt AC6Recomp if you own a US region copy of Ace Combat 6 and want it running natively on Windows at 60 frames per second with ultrawide support, resolution scaling and texture replacement, since the recompilation approach is what makes those features possible at all. Do not adopt it expecting a finished port, because the README says to expect bugs, crashes and missing functionality, and because visible rendering still runs through the vendored RexGlue and Xenia graphics backend rather than a native renderer. Verify first that your copy of the game is the US region release, since Europe and Japan are not supported, that your processor supports AVX2, that the machine has a Direct3D 12 capable GPU, and that you read the console variable list before changing anything, because a single backslash in the settings file silently discards every setting in it.

Frequently asked questions

What is AC6Recomp?

It is a native PC port of Ace Combat 6: Fires of Liberation built on the ReXGlue SDK, where the Xbox 360 PowerPC game code is statically recompiled to x86-64. Visible rendering still comes from the vendored RexGlue and Xenia graphics backend, and a native renderer is not yet implemented.

What are the system requirements for AC6Recomp?

Windows 10 or 11 64-bit, a processor supporting AVX2 such as Intel 4th generation Core or newer or AMD Zen or newer, and a Direct3D 12 capable GPU. You also need your own legally obtained copy of the game, and the US region release only, since Europe and Japan are not supported.

Does the AC6Recomp repository contain game data?

No. The repository contains source code only and states that it never will contain game data, so you must supply your own legally obtained copy. No game files, disc images, DLC packages, title updates or console keys are distributed, and the README asks that builds bundled with game data not be redistributed.

How do I change the resolution or enable ultrawide in AC6Recomp?

Settings live in ac6recomp.toml beside the executable and most can be changed live in the F4 overlay. Set draw_resolution_scale_x and draw_resolution_scale_y to 2 for 1440p and 3 for 2160p or 4K, and use ac6_widescreen for the optional hor+ mode, where the menus and hangar stay 16:9.

Why does AC6Recomp need a powerful GPU?

The README says performance is a known issue because the native renderer is not yet implemented, so a powerful GPU is recommended to run the game at 60 FPS at high resolution, and it notes that the stated system requirement does not guarantee good performance.

Official sources

  1. Issues
  2. License: BSD-3-Clause
  3. README
  4. Releases
  5. sal063/AC6_recomp on GitHub
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