Native Xbox 360 recompilation for PC. Full host control. Custom servers. Forge tools. The first real COD3 modding scene.
A continuation of the XenonRecomp static recompilation of Call of Duty 3 (Xbox 360). The original game never had a PC release. This project gives it one — with full control over the runtime so we can add multiplayer, tools, and remaster features the original never had.
PowerPC → C++ → native x86-64. No emulator. The game runs as ordinary Windows code with a D3D11 renderer that executes the title’s own shaders.
We own memory, input, rendering, asset streaming, and kernel stubs. Everything new is built on the host side. This is what makes custom servers, Forge tools, and new modes possible.
Users supply their own ISO. We distribute only tools, host code, and documentation. No original assets are shipped.
Turn the only COD3 PC port into a proper remaster with multiplayer, in-game tools, and a modding community that never existed.
Full host control means we can build the multiplayer experience COD3 never had on PC — private servers, custom rules, and modes driven by the host instead of locked game code.
Dedicated or listen servers with host-side control over rules, map rotation, and player limits. No reliance on original matchmaking.
Invite-only sessions, custom game modes, and the ability to load modded content without public matchmaking.
Host-driven changes to health, weapons, movement, and scoring. The foundation for community game modes.
An in-game tools menu in the style of the old MW2 and World at War mod menus. Spawn objects, change the world, and experiment without leaving the game.
Place props, vehicles, and cover at runtime. Classic forge-style building inside existing maps.
Detach the camera, adjust time of day, weather, and lighting on the fly — the same kind of power the old mod menus gave.
God mode, infinite ammo, noclip, and object editing driven by the host. Built as documented hooks so others can extend it.
A real round-based Zombies mode built on the host. Systems drawn from Modern Operations (COD4) and MW2: Reimagined — proven pathfinding, barriers, and loops that never existed in COD3.
Rounds, health scaling, power-ups, mystery box, perk machines, and Pack-a-Punch — all driven by host logic.
A* pathfinding and window board repair system adapted from Modern Operations. Zombies can navigate complex spaces.
Nacht der Untoten (Modern Ops reference) first, then simple arenas and one original COD3 location converted for survival.
COD3 has zero public tools. We build the first ones — starting with host hooks that power both Forge and custom servers.
Documented access to health, ammo, position, damage, and weapon events. The same hooks used by Forge and custom server rules.
Texture extractor/replacer, audio tools, and eventually model export. One working custom loadscreen as the first example.
Defined archive format for community arenas. Packer tools and a path to load maps the host understands.
Additive improvements on top of the existing D3D11 path. The goal is a modern look while still running the original shaders.
Enhanced water shaders, better material response, and improved specular/normal handling so surfaces look less flat on modern displays.
SSAO, soft shadows, and improved lighting. Volumetric effects where the original data allows.
Ultrawide + HUD scaling, FSR 2/3, FOV slider, and color grading / LUTs.
Photo mode, motion blur toggle, and vegetation / detail improvements that make the world feel denser.
Native binary, all 15 levels playable, D3D11 renderer, keyboard/mouse, basic settings menu.
GameRoot / extracted ISO path improvements. Cleaner setup for users who already have the files.
First hooks for health, ammo, and position. These unlock Forge tools and custom server rules.
Host API, texture tools, config cheats. Public “Hello World” mod guide.
In-game Forge menu and first custom server / private lobby support.
Pathfinding + window boards on one map. Round system and basic power-ups.
Mystery box, perks, Pack-a-Punch, map packing format, and community contribution path.
Fan project. COD3 Reborn is an independent fan project. It does not ship, download, or redistribute any Activision, Treyarch, or Xbox game assets.
Users must own a legitimate copy of Call of Duty 3 (Xbox 360) and supply their own extracted files. All new host code, tools, and documentation are released under open licenses.
This project is not affiliated with or endorsed by Activision, Treyarch, or Microsoft.