Recomp

Naruto: Rise of a Ninja PC port

by jorjbarbosa

This page was last updated Oct 19, 2026.

About this recompilation

Game-specific ReXGlue recompilation source for the Xbox 360 game. This entry documents a Windows source-build workflow from the user's own game files, without bundled shader storage. Prebuilt packages are not recommended here because their documented game-derived shader content has not been cleared.

PC support and installation

PC

Build required

Own-data ReXGlue static recompilation; Direct3D12 Xenos renderer, on-demand shader translation

Requirements

Windows x64, Direct3D 12 GPU, Visual C++ x64 runtime, Git/submodules, VS 2022 x64 C++ tools/Windows SDK, Clang 18+, CMake 3.26+, Ninja and PowerShell 7.2+. Own extracted Naruto: Rise of a Ninja Xbox 360 files, expected Title ID 555307E5, including default.xex and ai2c.dll. Follow SDK setup, code generation and build guide. For a base-only build remove the three ai2c@1/2/3 DLC module blocks; otherwise supply your own matching DLC engine inputs. Build with native-renderer bootstrap off and no supplied shader-cache directory; Xenos generates shaders on demand.

Sources

Source workflow only, not independently built or played during this review. Prebuilt release downloads intentionally excluded: packaging documents bundled original-game shader microcode. No complete revision/hash compatibility table; title ID alone does not prove every edition works. Work in progress with crashes and visual issues possible. No verified Linux target. First-use shader compilation may stall. Optional native rendering instead needs your own xeshader.sdb, Python and pinned Plume dependencies, and has distinct high-frame-rate/16:9 limitations.

Maintainer documentation · Reported Oct 18, 2026 · Checked Oct 19, 2026 · Source main d7118dfcaf118a48288ff7222dbf9df12d81f9fe

Source ↗