Call of Duty 3: Remastered

Native Xbox 360 recompilation for PC. Full host control. Custom servers. Forge tools. The first real COD3 modding scene.

Nativex86-64 Binary
15Levels Playable
CustomServers & Rules
∞What We Can Build

What is COD3 Reborn?

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.

Native Port

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.

Full Host Control

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.

Clean Legal Path

Users supply their own ISO. We distribute only tools, host code, and documentation. No original assets are shipped.

The Vision

Turn the only COD3 PC port into a proper remaster with multiplayer, in-game tools, and a modding community that never existed.

Multiplayer & Servers

  • Custom dedicated servers
  • Private lobbies
  • Modded rulesets & modes
  • Host-side netcode control

Forge & Tools

  • In-game Forge mode
  • Spawn props & objects
  • Free cam & weather
  • Classic mod-menu style

Remaster + Zombies

  • Modern graphics pipeline
  • Native Zombies mode
  • Ultrawide, FSR, photo mode
  • Community maps & content

Multiplayer & Custom Servers

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.

Planned

Custom Servers

Dedicated or listen servers with host-side control over rules, map rotation, and player limits. No reliance on original matchmaking.

Planned

Private Lobbies

Invite-only sessions, custom game modes, and the ability to load modded content without public matchmaking.

Planned

Modded Rulesets

Host-driven changes to health, weapons, movement, and scoring. The foundation for community game modes.

Forge Mode

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.

Planned

Object Spawning

Place props, vehicles, and cover at runtime. Classic forge-style building inside existing maps.

Planned

Free Cam & Weather

Detach the camera, adjust time of day, weather, and lighting on the fly — the same kind of power the old mod menus gave.

Planned

Host Tools

God mode, infinite ammo, noclip, and object editing driven by the host. Built as documented hooks so others can extend it.

Call of Duty 3 Zombies

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.

Planned

Core Loop

Rounds, health scaling, power-ups, mystery box, perk machines, and Pack-a-Punch — all driven by host logic.

Planned

Navigation

A* pathfinding and window board repair system adapted from Modern Operations. Zombies can navigate complex spaces.

Planned

Starting Maps

Nacht der Untoten (Modern Ops reference) first, then simple arenas and one original COD3 location converted for survival.

Modding Infrastructure

COD3 has zero public tools. We build the first ones — starting with host hooks that power both Forge and custom servers.

Host Hooks

Documented access to health, ammo, position, damage, and weapon events. The same hooks used by Forge and custom server rules.

Asset Tools

Texture extractor/replacer, audio tools, and eventually model export. One working custom loadscreen as the first example.

Custom Maps

Defined archive format for community arenas. Packer tools and a path to load maps the host understands.

Graphics Pipeline

Additive improvements on top of the existing D3D11 path. The goal is a modern look while still running the original shaders.

Water & Materials

Enhanced water shaders, better material response, and improved specular/normal handling so surfaces look less flat on modern displays.

Lighting & Shadows

SSAO, soft shadows, and improved lighting. Volumetric effects where the original data allows.

Upscaling & Display

Ultrawide + HUD scaling, FSR 2/3, FOV slider, and color grading / LUTs.

Presentation

Photo mode, motion blur toggle, and vegetation / detail improvements that make the world feel denser.

Current Progress

Done

Base Recomp

Native binary, all 15 levels playable, D3D11 renderer, keyboard/mouse, basic settings menu.

In Progress

Build Usability

GameRoot / extracted ISO path improvements. Cleaner setup for users who already have the files.

Next

Host Hooks

First hooks for health, ammo, and position. These unlock Forge tools and custom server rules.

Roadmap

Phase 1 — Hooks & Basics

Host API, texture tools, config cheats. Public “Hello World” mod guide.

Phase 2 — Forge & Servers

In-game Forge menu and first custom server / private lobby support.

Phase 3 — Zombies Prototype

Pathfinding + window boards on one map. Round system and basic power-ups.

Phase 4 — Full Scene

Mystery box, perks, Pack-a-Punch, map packing format, and community contribution path.

View on GitHub
JXNPLAYS
JXNPLAYS
Project lead · COD3 Reborn